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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. Aerosquid 'Sky Walkers' Reported By: John M. Maxstadt in Dragon 98 - Ares Section June 1985 - GW2
  7. Airshoon Reported By: James M. Ward in Polyhedron 02
  8. Albilope Reported By: Michael Price in GW02 - Famine in Far-Go
  9. Albilope 'Climbing, Crescent Deer' Reported By: Kim Eastland in GW09 Module
  10. Alynor d'Vrie Reported By: Kim Eastland in GW08 Module
  11. Ameebies (as blob) 'Shapeless Ones' Reported By: Dan Snuffin in Dragon Magazine 108
  12. Ameebies (as humanoid) 'Shapeless Ones' Reported By: Dan Snuffin in Dragon Magazine 108
  13. Android 'Thinker' Reported By: James Ward in 0th Edition - Metamorphosis Alpha
  14. Android 'Worker' Reported By: James Ward in 0th Edition - Metamorphosis Alpha
  15. Android 'High Thinker' Reported By: Bruce Nesmith in GW07 Module
  16. Android 'Warrior' Reported By: James Ward in 0th Edition - Metamorphosis Alpha
  17. Android 'Body Guard' Reported By: Bruce Nesmith in GW07 Module
  18. Anfal 'Man with Tails' Reported By: Kim Eastland in GW09 Module
  19. Ant-Giant Reported By: Derek M. Holland in MM2
  20. Ape, Carnivorous 'Magilla' Reported By: Brutorz Bill in MM2
  21. Apothecary Reported By: unknown contributor in 6th Edition - Machines & Mutants
  22. Architect Reported By: unknown contributor in 6th Edition - Machines & Mutants
  23. Ark 'Hound Folk' Reported By: James Ward in 1st Edition
  24. Armada 'Man-o-War' Reported By: BJ Johnson in MM2
  25. Arn 'Dragon Bugs' Reported By: James Ward in 1st Edition
  26. Arrowbeak Reported By: Bob Crichton in MM2
  27. Artrak Reported By: unknown contributor in Polyhedron 144
  28. Ash I'Xon 'Gamma Living Mold' Reported By: Kim Eastland in GW09 Module
  29. Attercop Blackuns Reported By: James Ward in 0th Edition - Metamorphosis Alpha
  30. Attercop Abulare 'Wandering Blackuns' Reported By: James Ward in 0th Edition - Metamorphosis Alpha
  31. Autobot, Legged 'Personal Servant Bots' Reported By: James Ward in 3rd Edition
  32. Autobot, Wheeled 'Personal Servant Bots' Reported By: James Ward in 3rd Edition
  33. Automachine 'Robotic Machines' Reported By: James Ward in 3rd Edition
  34. Automaton 'Teacher Bot' Reported By: James Ward in 3rd Edition
  35. Axel Reported By: Paul Kenney in Mud Glat Walker
  36. Ba'Sled 'Rock that Burrows' Reported By: Kim Eastland in GW06 Module, MM2
  37. Ba'crolbai 'Endlessly Running Beast' Reported By: Kim Eastland in GW06 Module, MM2
  38. Ba'mutan 'Rock that Gasses' Reported By: Kim Eastland in GW06 Module, MM2
  39. Badder 'Digger Noble' Reported By: James Ward in 1st Edition
  40. Badder 'Digger Folk' Reported By: James Ward in 1st Edition
  41. Badgon 'Digging Dragon' Reported By: Kim Eastland in GW09 Module
  42. Bahrz Reported By: Dirk T. Collins in MM2
  43. Bandit 1 Reported By: unknown contributor in Master's of the Earth Campaign: MA-4 To the Rescue
  44. Bandit 2 Reported By: unknown contributor in Master's of the Earth Campaign: MA-4 To the Rescue
  45. Bandit 3 Reported By: unknown contributor in Master's of the Earth Campaign: MA-4 To the Rescue
  46. Bandit 4 Reported By: unknown contributor in Master's of the Earth Campaign: MA-4 To the Rescue
  47. Bandit 5 Reported By: unknown contributor in Master's of the Earth Campaign: MA-4 To the Rescue
  48. Bandit Droid Reported By: unknown contributor in 6th Edition - Machines & Mutants
  49. Bandit Muel Reported By: unknown contributor in Master's of the Earth Campaign: MA-4 To the Rescue
  50. Baner Reported By: Paul S. Williams in Master's of the Earth Campaign: MA-1 The Trials
  51. Barfly Reported By: Russ Westbrook in METAMORPHOSIS ALPHA TO OMEGA ADVENTURE 1: The Quest for Elvis
  52. Barl Nep 'Deathfish' Reported By: James Ward in 1st Edition
  53. Bartholemu Othbrook 'Bad Bart' Reported By: unknown contributor in Master's of the Earth Campaign: MA-4 To the Rescue
  54. Barxyn 'Smokie' Reported By: unknown contributor in MM2
  55. Barxyn 'Smokie' Reported By: Michael Price & Garry Spiegle in GW02 - Famine in Far-Go
  56. Batslith 'Spinning Snake' Reported By: Chris Van Deelen in MM2
  57. Batslith 'Spinning Snake' Reported By: Kim Eastland in GW08 Module
  58. Battlebot Battle Bot Reported By: unknown contributor in 4th Edition
  59. Bear Reported By: Paul S. Williams in Masters of the Earth Campaign: MA-2 The Town of Boze
  60. Bearcat 'Grizlion' Reported By: Andy Collins and Jeff Grubb in 5th Edition
  61. Bearwyrm Reported By: unknown contributor in 6th Edition - Machines & Mutants
  62. Beauty, the visious, mutated decrative plant Reported By: unknown contributor in GW05 - Rapture of the Deep
  63. Belo 'Whirligig' Reported By: Derek M. Holland in MM2
  64. Ber Lep 'Sweetpads' Reported By: James Ward in 1st Edition
  65. Bigoon 'Cave Dabbers' Reported By: Gary Gygax, Paul Reiche III (GW1 Legion of Gold) in GW01 - The Legion of Gold
  66. Biohazard Drone Reported By: unknown contributor in 6th Edition - Machines & Mutants
  67. Blaash 'Gamma Moths' Reported By: James Ward in 1st Edition
  68. Black Harvester Reported By: unknown contributor in 6th Edition - Machines & Mutants
  69. Blade Whale 'Rammers' Reported By: Randy Johns in Dragon 98 - Ares Section June 1985 - GW2
  70. Blade Whale 'Rammers' Reported By: unknown contributor in Dragon Magazine 098
  71. Blassut 'Giant Moth' Reported By: Kim Eastland in GW06 Module
  72. Blaster Blossom 'Zappers' Reported By: James Ward in Dragon 98 - Ares Section June 1985 - GW2
  73. Blight 'Cloud Worms' Reported By: James Ward in 1st Edition
  74. Blob Reported By: John Maxstadt in MM2
  75. Blood Bird 'Red Deaths' Reported By: James Ward in 0th Edition - Metamorphosis Alpha
  76. Blood Wasp Reported By: Phil Taterczynski in GW04 - The Mind Masters
  77. Boarz 'Two Horn' Reported By: Jeffrey Williams in MM2
  78. Bof 'Bigguns' Reported By: Kim Eastland in GW06 Module
  79. Boneswimmer Reported By: unknown contributor in 6th Edition - Machines & Mutants
  80. Boomblossom Reported By: Zirra Scrohunter in GW05
  81. Boomerth 'Bang Bush' Reported By: Kim Eastland in GW06 Module
  82. Boris Reported By: Kim Eastland in Polyhedron 44
  83. Bounder Reported By: Bruce Nesmith in GW07 Module
  84. Bradfromlanta Reported By: unknown contributor in GW05 - Rapture of the Deep
  85. Brain Mite Reported By: unknown contributor in Polyhedron 27
  86. Braintaker Reported By: unknown contributor in 6th Edition - Machines & Mutants
  87. Bream Reported By: James M. Ward in Polyhedron 02
  88. Brudda Reported By: unknown contributor in Famine at Fargo 7th Edition
  89. Brultans 'Crabmen' Reported By: Les Braun in GW05 - Rapture of the Deep
  90. Brutorz 'Big Walkers' Reported By: James Ward in 1st Edition
  91. Brutus Reported By: Bruce Nesmith in GW07 Module
  92. Bu'Daan 'That Which Flies the Moon' Reported By: Kim Eastland in GW06 Module
  93. Bu'Tal 'Ambush Bug' Reported By: Derek M. Holland in MM2
  94. Buggem 'Termite Folk' Reported By: Gary Gygax, Paul Reiche III (GW1 Legion of Gold) in GW01 - The Legion of Gold
  95. Bulo Reported By: Michael Price in GW02 - Famine in Far-Go
  96. Bumbles 'Bee Folk' Reported By: John M. Maxstadt in Dragon Magazine 108
  97. Buzzbirds 'Flitters' Reported By: John M. Maxstadt in Dragon Magazine 126
  98. CIFAL Reported By: unknown contributor in Famine at Fargo 7th Edition
  99. Cactisaurus Rex Reported By: BJ Johnson in MM2
  100. Cal Then 'Flying Rippers' Reported By: James Ward in 1st Edition
  101. Cana Reported By: Paul Kenney in Mud Glat Walker
  102. Canopus Plague Victim 'Zombie' Reported By: Paul Reiche III in The Albuquerque Starport
  103. Captain Gelmar Reported By: unknown contributor in GW05 - Rapture of the Deep
  104. Cargo Transport - Large 'Transport Bot' Reported By: James Ward in 1st Edition
  105. Cargo Transport - Small 'Light Cargo Bot' Reported By: James Ward in 1st Edition
  106. Cargolifter - Heavy 'Cargolifter' Reported By: James Ward in 1st Edition
  107. Cargolifter - Light 'Light Cargolifter' Reported By: James Ward in 1st Edition
  108. Cark 'Blend Dog' Reported By: Kerry Jordan in MM2
  109. Carrday 'Bird Rulers' Reported By: Kim Eastland in GW09 Module
  110. Carrin 'Dark Emperors' Reported By: James Ward in 2nd Edition
  111. Carrin Mech Reported By: unknown contributor in 6th Edition - Machines & Mutants
  112. Centisteed 'Fast Trotters' Reported By: James Ward in 1st Edition
  113. Ceruleans 'Blue Meanies' Reported By: Mars in GW05 - Rapture of the Deep
  114. Che'Tal 'Greater Bloodwing' Reported By: Derek M. Holland in MM2
  115. Cheguin Reported By: unknown contributor in 6th Edition - Machines & Mutants
  116. Chessex 'Fear Deer' Reported By: Dan Snuffin in Dragon Magazine 108
  117. Chirplick Reported By: unknown contributor in 6th Edition - Machines & Mutants
  118. Chotslith, Large 'Bristle Snake' Reported By: Kim Eastland in GW06 Module
  119. Chotslith, Medium 'Bristle Snake' Reported By: Kim Eastland in GW06 Module
  120. Chowpuff Reported By: unknown contributor in 6th Edition - Machines & Mutants
  121. Cid'Tal 'Nymph' Reported By: Derek M. Holland in MM2
  122. Claptrap Reported By: Bob Crichton in MM2
  123. Clark 'Blend Dog' Reported By: unknown contributor in MM2
  124. Cleansing Slime Reported By: unknown contributor in 6th Edition
  125. Clochwhirl Reported By: unknown contributor in 6th Edition - Machines & Mutants
  126. Cloudeater Reported By: unknown contributor in 6th Edition - Machines & Mutants
  127. Cody Matrix Reported By: Kim Eastland in Polyhedron 44
  128. Commander Atenvelt Reported By: unknown contributor in GW05 - Rapture of the Deep
  129. Communa Larva Reported By: unknown contributor in Polyhedron 27
  130. Communit Reported By: unknown contributor in 6th Edition - Machines & Mutants
  131. Conola 'Hungry Ball' Reported By: Kim Eastland in GW08 Module
  132. Cool Jules Reported By: Bruce Nesmith in GW07 Module
  133. Coote Reported By: Bruce Nesmith in GW07 Module
  134. Corporal Smyty Reported By: unknown contributor in GW05 - Rapture of the Deep
  135. Cradengeen Reported By: James M. Ward in Polyhedron 02
  136. Cratical Reported By: James M. Ward in Polyhedron 02
  137. Cren Tosh 'Lizard Fish' Reported By: James Ward in 1st Edition
  138. Crep, Pink 'Water Crep' Reported By: James Ward in 1st Edition
  139. Crep, Red 'Land Crep' Reported By: James Ward in 1st Edition
  140. Crep,White Reported By: Kim Eastland in GW10 Module
  141. Croaker Reported By: Zirra Scrohunter in GW05 - Rapture of the Deep
  142. Crumbleweed 'Desert Rollers' Reported By: John M. Maxstadt in Dragon Magazine 108
  143. Crustean 'Crusty 'Uns' Reported By: John M. Maxstadt in Dragon 98 - Ares Section June 1985 - GW2
  144. Cuttleimp Reported By: unknown contributor in 6th Edition - Machines & Mutants
  145. Cyber-netter Reported By: Roger Moore in Dragon Magazine 075
  146. Cybohunter 'Cybernetic Hunter/Tracker' Reported By: Scott A. Hutcheon in Dragon Magazine 113
  147. Cyborg 'Borg' Reported By: James Ward in 3rd Edition
  148. Cycloptron Reported By: Roger Moore in Dragon Magazine 075
  149. Cyn I'xon 'Yellow Living Mold' Reported By: Kim Eastland in GW08 Module
  150. Czhar-Teroth Reported By: unknown contributor in 6th Edition - Machines & Mutants
  151. Czonk Reported By: Kim Eastland in GW10 Module
  152. Dabber 'Brown Beggars' Reported By: James Ward in 0th Edition - Metamorphosis Alpha
  153. Dagmits 'Purple Pygmies' Reported By: John M. Maxstadt in Dragon Magazine 126
  154. Darel Reported By: Paul S. Williams in Masters of the Earth Campaign: MA-2 The Town of Boze
  155. Darel 'Darel's Brother' Reported By: Paul S. Williams in Masters of the Earth Campaign: MA-2 The Town of Boze
  156. Daycut 'Bird Friend' Reported By: Kim Eastland in GW06 Module
  157. Death Machine 'Death Machine' Reported By: James Ward in 1st Edition
  158. Deathmoss Reported By: Gary Gygax, Paul Reiche III (GW1 Legion of Gold) in GW01 - The Legion of Gold
  159. Deathsire Reported By: unknown contributor in 6th Edition - Machines & Mutants
  160. Debgon 'Crested Dragon' Reported By: Kim Eastland in GW08 Module
  161. Debris Removal System Reported By: unknown contributor in 6th Edition - Beyond the Horizon
  162. Defense Attack Borg 'Borg' Reported By: James Ward in 1st Edition
  163. Dek'r Reported By: Paul S. Williams in Master's of the Earth Campaign: MA-1 The Trials
  164. Deng Kheshes 'Spiny Recluses' Reported By: John M. Maxstadt in Dragon Magazine 108
  165. Deranged Reported By: unknown contributor in 6th Edition - Machines & Mutants
  166. Desert Riders Reported By: unknown contributor in 6th Edition - Beyond the Horizon
  167. Diablos Reported By: BJ Johnson in MM2
  168. Digger Reported By: BJ Johnson in MM2
  169. Disaster Robot 'Rescue Bot' Reported By: unknown contributor in 4th Edition Gamma World
  170. Doc Shadow Reported By: unknown contributor in 6th Edition - Machines & Mutants
  171. Dr. Frankish Reported By: unknown contributor in GW05 - Rapture of the Deep
  172. Dracus 'Bat Folk' Reported By: William Tracy in Dragon 98 - Ares Section June 1985 - GW2
  173. Draguns 'Sea Gators' Reported By: Danny Moynihan in Dragon Magazine 108
  174. Drake Tribian Reported By: unknown contributor in White Wolf: Midnight in the Mystery Garden
  175. Drona Reported By: Bruce Nesmith in GW07 Module
  176. Dry Grass Reported By: unknown contributor in 6th Edition - Machines & Mutants
  177. Duster Reported By: Paul S. Williams in Masters of the Earth Campaign: MA-2 The Town of Boze
  178. Dyllon 'Prickly Folk' Reported By: Scot Hoover in MM2
  179. E'Glee 'Baldee' Reported By: Michael Price & Garry Spiegle in GW02 - Famine in Far-Go
  180. Echost Reported By: unknown contributor in 6th Edition - Machines & Mutants
  181. Ecobot - farm Reported By: Ted Tschopp in Ted Tschopp
  182. Ecobot - park Reported By: Ted Tschopp in Ted Tschopp
  183. Ecology Bot - Agricultural 'Farmbot' Reported By: James Ward in 0th Edition - Metamorphosis Alpha
  184. Ecology Bot - Garden 'Farmbot' Reported By: James Ward in 0th Edition - Metamorphosis Alpha
  185. Ecology Bot - Timber 'Forestbot' Reported By: James Ward in 3rd Edition
  186. Ecology Bot - Wilderness 'Rangerbot' Reported By: James Ward in 0th Edition - Metamorphosis Alpha
  187. Ecology Robot Reported By: Paul Kenney in Mud Glat Walker
  188. Econet Reported By: unknown contributor in 6th Edition - Machines & Mutants
  189. Ed Ep 'Paradise Tree' Reported By: Kim Eastland in GW06 Module
  190. Ekola 'Furball' Reported By: Kim Eastland in GW06 Module
  191. Elefgainth Reported By: unknown contributor in 6th Edition - Machines & Mutants
  192. Encleaver Reported By: unknown contributor in 6th Edition - Machines & Mutants
  193. Encroaches 'Them' Reported By: John M. Maxstadt in Dragon 98 - Ares Section June 1985 - GW2
  194. Energy Moth Reported By: unknown contributor in Polyhedron 27
  195. Engineering Bot, Heavy Duty 'Heavy Construction Bot' Reported By: James Ward in 0th Edition - Metamorphosis Alpha
  196. Engineering Bot, Light Duty 'Light Construction Bot' Reported By: James Ward in 0th Edition - Metamorphosis Alpha
  197. Engineering Bot, Standard 'Construction Bot' Reported By: James Ward in 0th Edition - Metamorphosis Alpha
  198. Engineering Robot Reported By: Paul Kenney in Mud Glat Walker
  199. Equinoid 'Man-Beast' Reported By: James Ward in GW08 Module
  200. Erdgon 'Finned Dragon' Reported By: Kim Eastland in GW08 Module
  201. Ermon Reported By: Kim Eastland in GW08 Module
  202. Ert 'Stonefish' Reported By: James Ward in 1st Edition
  203. Ert Telden 'Firefish' Reported By: James Ward in 1st Edition
  204. Etar 'Plains People' Reported By: Kim Eastland in GW10 Module
  205. Euryl 'Mayday Bug' Reported By: Derek M. Holland in MM2
  206. Exterminator, Flesh Reported By: John Man and Brian Shuler in Dragon Magazine 104
  207. Exterminator, Robotic Core Reported By: John Man and Brian Shuler in Dragon Magazine 104
  208. Eyebane Reported By: Bob Crichton in MM2
  209. Familiar Reported By: unknown contributor in 6th Edition - Machines & Mutants
  210. Fashen Reported By: unknown contributor in 6th Edition
  211. Felgon 'Studded Dragon' Reported By: Kim Eastland in GW08 Module
  212. Fen 'Man-Fish' Reported By: James Ward in 1st Edition
  213. Fenkuin Reported By: unknown contributor in 6th Edition - Machines & Mutants
  214. Feral Machine Reported By: unknown contributor in 6th Edition - Machines & Mutants
  215. Fhot l'Xon 'Orange Living Mold' Reported By: Kim Eastland in GW08 Module
  216. Fid-Chick Reported By: unknown contributor in 6th Edition - Machines & Mutants
  217. Filamentron Reported By: unknown contributor in 6th Edition - Machines & Mutants
  218. Fire Eater Reported By: unknown contributor in 6th Edition - Machines & Mutants
  219. Firebugs 'The Black Plague' Reported By: John M. Maxstadt in Dragon Magazine 108
  220. Flesh Cutter Ant Reported By: unknown contributor in 6th Edition - Machines & Mutants
  221. Fleshin 'Flying Fish' Reported By: James Ward in 1st Edition
  222. Flipp 'Clicker Fish' Reported By: William Tracy in Dragon 98 - Ares Section June 1985 - GW2
  223. Floth-Ha 'Shutter' Reported By: Daniel Movrich in MM2
  224. Fluter Reported By: James M. Ward in Polyhedron 03
  225. Flynn Reported By: James M. Ward in Polyhedron 10
  226. Fragger Reported By: BJ Johnson in MM2
  227. Frakenpet Reported By: unknown contributor in 6th Edition - Machines & Mutants
  228. Frankenstein Reported By: unknown contributor in 6th Edition - Machines & Mutants
  229. Free Car Reported By: unknown contributor in 6th Edition - Machines & Mutants
  230. Freleng Reported By: Kim Eastland in GW09 Module
  231. Frid Esk 'Phoenix Hedge' Reported By: Kim Eastland in GW06 Module
  232. Froghemoth Reported By: unknown contributor in Famine at Fargo 7th Edition
  233. Frothgon 'Gliding Dragon' Reported By: Kim Eastland in GW09 Module
  234. Funes' Symbiot Reported By: unknown contributor in 6th Edition - Machines & Mutants
  235. Fungimal Reported By: John M. Maxstadt in Dragon Magainze 085
  236. Gallus Gallus 5-13 Reported By: Michael Price in GW02 - Famine in Far-Go
  237. Garbug 'Flying Lobster' Reported By: unknown contributor in Famine at Fargo 7th Edition
  238. Gardening Robot Reported By: unknown contributor in 6th Edition - Machines & Mutants
  239. Garf Reported By: BJ Johnson in MM2
  240. Garrel 'Sneakers' Reported By: Douglas A. Lent in Dragon 98 - Ares Section June 1985 - GW2
  241. Gator 'Green Hissers' Reported By: James Ward in 0th Edition - Metamorphosis Alpha
  242. Gazilla Monster Reported By: BJ Johnson in MM2
  243. Gelgon 'Plated Dragon' Reported By: Kim Eastland in GW08 Module
  244. General Household Robotoid 'Bot' Reported By: James Ward in 0th Edition - Metamorphosis Alpha
  245. General Robotoid 'Waiter Bots' Reported By: Paul Reiche III in The Albuquerque Starport
  246. Genetic Flagellant Reported By: unknown contributor in 6th Edition - Machines & Mutants
  247. Ger'tal 'Water Walker' Reported By: Derek M. Holland in MM2
  248. Ghitgon 'Air Dragon' Reported By: Kim Eastland in GW09 Module
  249. Ghol'm Reported By: Paul S. Williams in Master's of the Earth Campaign: MA-1 The Trials
  250. Giant Ant 'Gi-Ant' Reported By: Derek M. Holland in MM2
  251. Giant Flying White Cat Reported By: Russ Westbrook in The Barracks Raid
  252. Giant Potato Bug 'Taterbug' Reported By: Derek M. Holland in MM2
  253. Giggle Bugs (Caterpillars) Reported By: John M. Maxstadt in Dragon Magazine 126
  254. Giggle Bugs (Moths) Reported By: John M. Maxstadt in Dragon Magazine 126
  255. Gliders 'Zap Lizards' Reported By: Danny Moynihan in Dragon Magazine 108
  256. Glow Mite Reported By: unknown contributor in Polyhedron 27
  257. Glower Reported By: Michael Price in GW02 - Famine in Far-Go
  258. Glucust Reported By: unknown contributor in 6th Edition - Machines & Mutants
  259. Gossamer Butterfly Reported By: unknown contributor in Polyhedron 27
  260. Green Hissers Reported By: Paul Kenney in Mud Glat Walker
  261. Greep Reported By: BJ Johnson in MM2
  262. Gremlin Reported By: unknown contributor in 6th Edition - Machines & Mutants
  263. Gren 'Green Man' Reported By: James Ward in 1st Edition
  264. Grent Reported By: unknown contributor in GW05 - Rapture of the Deep
  265. Gri'xon 'Green Living Mold' Reported By: Kim Eastland in GW09 Module
  266. Grillandi Reported By: unknown contributor in GW05 - Rapture of the Deep
  267. Grimlock Horde (15) Reported By: unknown contributor in Master's of the Earth Campaign: MA-5 The Savage Beast
  268. Guman 'Flat Render' Reported By: Kim Eastland in GW08 Module
  269. Gurosh Reported By: James M. Ward in Polyhedron 02
  270. Gwyll Reported By: Derek M. Holland in MM2
  271. Hargon 'Snow Dragon' Reported By: Kim Eastland in GW10 Module
  272. Harlan Quade Reported By: Kim Eastland in GW10 Module
  273. Harmony Tree 'Friendlies' Reported By: John M. Maxstadt in Dragon 98 - Ares Section June 1985 - GW2
  274. Harod 'Powdery Snow Rat' Reported By: Kim Eastland in GW10 Module
  275. Hawk Wolf Reported By: BK "death_machine_2416" in MM2
  276. Hawkoid 'Terrorbirds' Reported By: James Ward in 0th Edition - Metamorphosis Alpha
  277. Healers Reported By: Paul S. Williams in Masters of the Earth Campaign: MA-2 The Town of Boze
  278. Hekal and Jekal Reported By: James M. Ward in Polyhedron 14
  279. Hell Fly Reported By: Derek M. Holland in MM2
  280. Hell Worm Reported By: Derek M. Holland in MM2
  281. Helslith 'Demon Snake' Reported By: Kim Eastland in GW09 Module
  282. Herkel 'Dead Fish' Reported By: James Ward in 1st Edition
  283. Herp 'Tiger Beetles' Reported By: James Ward in 1st Edition
  284. Hi Snake Reported By: Dirk T. Collins in MM2
  285. Hisser 'Man Snakes' Reported By: James Ward in 1st Edition
  286. Hogart 'Thunderbirds' Reported By: Randy Johns in Dragon 98 - Ares Section June 1985 - GW2
  287. Hogle Reported By: Paul S. Williams in Master's of the Earth Campaign: MA-1 The Trials
  288. Holcut 'Ugly Friend' Reported By: Kim Eastland in GW06 Module
  289. Hoop 'Floppsies' Reported By: James Ward in 1st Edition
  290. Hophar 'Snow Rabbit' Reported By: Kim Eastland in GW10 Module
  291. Hopper 'Jackalopes' Reported By: James Ward in 1st Edition
  292. Horl Choo 'Porcupine Plants' Reported By: James Ward in 1st Edition
  293. Horl Ep Reported By: Bob Crichton in MM2
  294. Horsy 'Sea Stallion' Reported By: Les Braun in GW05 - Rapture of the Deep
  295. Horsy Reported By: Les Braun in MM2
  296. Hot Desert Reported By: unknown contributor in 6th Edition - Machines & Mutants
  297. Household Robot, Rural defense model 'Bob' Reported By: unknown contributor in GW05 - Rapture of the Deep
  298. Howler 'Wolf Folk' Reported By: William Tracy in Dragon 98 - Ares Section June 1985 - GW2
  299. Hrierf 'Thing of the Mind' Reported By: Kim Eastland in GW09 Module
  300. Huge Giant Ant 'Gi-Ant' Reported By: Derek M. Holland in MM2
  301. Hugoth 'Hungry Mountain' Reported By: Bruce Nesmith in GW07 Module
  302. Humbug Reported By: John M. Maxstadt in Dragon Magainze 085
  303. Hwan Hul Reported By: Dirk T. Collins in MM2
  304. Hybrid-Climate Animal Reported By: unknown contributor in 6th Edition - Beyond the Horizon
  305. Hydra Reported By: Kerry Jordan in MM2
  306. Hydragen Reported By: Roger Moore in Dragon Magazine 075
  307. Hydrozoan 'Sea Medusae' Reported By: Les Braun in GW05 - Rapture of the Deep
  308. Hyri'xon 'Living Ice Mold' Reported By: Kim Eastland in GW10 Module
  309. Indie 'Black Block' Reported By: Kim Eastland in GW08 Module
  310. Industrial Robot Reported By: unknown contributor in 4th Edition Gamma World
  311. Ini'xon 'Black Living Mold' Reported By: Kim Eastland in GW09 Module
  312. Inslith 'Black Snake' Reported By: Kim Eastland in GW08 Module
  313. Intensity Beetle Reported By: unknown contributor in Polyhedron 27
  314. Irnslith 'Ribbon Snake' Reported By: Kim Eastland in GW10 Module
  315. Itchy Reported By: Paul S. Williams in Masters of the Earth Campaign: MA-2 The Town of Boze
  316. Itchy's Horse Reported By: Paul S. Williams in Masters of the Earth Campaign: MA-2 The Town of Boze
  317. Itchy's Other Horse Reported By: Paul S. Williams in Masters of the Earth Campaign: MA-2 The Town of Boze
  318. Jadea Reported By: Paul S. Williams in Master's of the Earth Campaign: MA-1 The Trials
  319. Jaget 'Savannah Cats' Reported By: James Ward in 0th Edition - Metamorphosis Alpha
  320. Jemagon 'Glass Dragon' Reported By: Kim Eastland in GW08 Module
  321. Jeremiah Coot Reported By: Kim Eastland in GW06 Module
  322. Jeremiah's Holcut 'Ugly Friend' Reported By: Kim Eastland in GW06 Module
  323. Jestes 'Tricksters' Reported By: William Tracy in Dragon 98 - Ares Section June 1985 - GW2
  324. Jetder Reported By: unknown contributor in 6th Edition
  325. Jo'Tal 'Lesser Bloodwing' Reported By: Derek M. Holland in MM2
  326. Jocko Reported By: Paul Kenney in Mud Glat Walker
  327. Jonn Dukas Reported By: Kim Eastland in GW08 Module
  328. Juggernaut 'Rampants' Reported By: John M. Maxstadt in Dragon 98 - Ares Section June 1985 - GW2
  329. Juggernaut 'Big Daddy' Reported By: Derek M. Holland in MM2
  330. Jungle Lurker Reported By: John M. Maxstadt in Dragon Magainze 085
  331. Juog 'Grey Ape' Reported By: Kim Eastland in GW09 Module
  332. Jut Reported By: Bruce Nesmith in GW07 Module
  333. Ka'tal 'Flying Death' Reported By: Derek M. Holland in MM2
  334. Kafka Reported By: unknown contributor in 6th Edition - Machines & Mutants
  335. Kai Lin 'Lizard Bushes' Reported By: James Ward in 1st Edition
  336. Kaiute Reported By: BJ Johnson in MM2
  337. Kal Thompson Reported By: unknown contributor in GW05 - Rapture of the Deep
  338. Kamodo 'Thunder Lizard' Reported By: James Ward in 2nd Edition
  339. Katkin 'Cat Folk' Reported By: Gary Gygax, Paul Reiche III (GW1 Legion of Gold) in GW01 - The Legion of Gold
  340. Keeshin 'Water Weirds' Reported By: James Ward in 1st Edition
  341. Keiber Reported By: unknown contributor in Space Gamer 88
  342. Kep 'Sand Devils' Reported By: James Ward in 1st Edition
  343. Kiikce 'Feathered Love' Reported By: Kim Eastland in GW09 Module
  344. Killer Kelp Reported By: Les Braun in GW05 - Rapture of the Deep
  345. KillerRobot Reported By: unknown contributor in Famine at Fargo 7th Edition
  346. Killing Cloud Reported By: unknown contributor in 6th Edition - Machines & Mutants
  347. Klicky Reported By: unknown contributor in Famine at Fargo 7th Edition
  348. Kooda Reported By: Zirra Scrohunter in GW05 - Rapture of the Deep
  349. Kraw 'Demon' Reported By: Kim Eastland in GW08 Module
  350. Krea 'Hateful' Reported By: Kim Eastland in GW06 Module
  351. Kreel Torrn 'Leapers' Reported By: Douglas Lent in Dragon Magazine 108
  352. Krone Reported By: Bruce Nesmith in GW07 Module
  353. Krull Reported By: Paul S. Williams in Master's of the Earth Campaign: MA-1 The Trials
  354. Kud'zu Hert'l'cul Reported By: BK "death_machine_2416" in MM2
  355. Lajjin 'Blue Wing' Reported By: Kim Eastland in GW10 Module
  356. Lampor Reported By: unknown contributor in Polyhedron 144
  357. LanternBug Reported By: unknown contributor in Famine at Fargo 7th Edition
  358. Larry Reported By: Paul Kenney in Mud Glat Walker
  359. Laser Gun Battery Reported By: unknown contributor in Trouble in Freesboro
  360. Lemmink Reported By: unknown contributor in 6th Edition - Machines & Mutants
  361. Letharp Reported By: Gary Gygax, Paul Reiche III (GW1 Legion of Gold) in GW01 - The Legion of Gold
  362. Lieutenant Kulebra Reported By: unknown contributor in GW05 - Rapture of the Deep
  363. Life Leech Reported By: unknown contributor in Polyhedron 27
  364. Lil 'Wee Ones' Reported By: James Ward in Paths of the Lil in White Dwarf
  365. Lion Men Reported By: Paul Kenney in Mud Glat Walker
  366. Lizard Steeds Reported By: unknown contributor in 6th Edition - Beyond the Horizon
  367. Lobsterfish Reported By: Mars in GW05 - Rapture of the Deep
  368. Locomotive Control Bot 'Locobot' Reported By: Franklin Coppersmith in There will be War
  369. Locus 'Giant Locus' Reported By: Dirk T. Collins in MM2
  370. Lohan Reported By: Paul S. Williams in Master's of the Earth Campaign: MA-1 The Trials
  371. Longhorn Reported By: unknown contributor in White Wolf: Midnight in the Mystery Garden
  372. Loo Pur 'Grey Shadow' Reported By: Michael Price & Garry Spiegle in GW03 - The Cleansing War of Garik Blackhand
  373. Lordia Orp 'Scorpion Folk' Reported By: John Traglio (Apocalyptic Post #3) in MM2
  374. Luk Reported By: Paul S. Williams in Masters of the Earth Campaign: MA-2 The Town of Boze
  375. Lukalukas 'Gobblers' Reported By: John M. Maxstadt in Dragon Magazine 108
  376. Lunatic Eater Reported By: unknown contributor in 6th Edition - Machines & Mutants
  377. Lurker Reported By: John Traglio (Apocalyptic Post #3) in MM2
  378. Lytid 'Giant Beetle' Reported By: Derek M. Holland in MM2
  379. M-NG0 'Mongo' Reported By: unknown contributor in White Wolf: Midnight in the Mystery Garden
  380. Maali Reported By: Michael Price in GW02 - Famine in Far-Go
  381. Maali - alone 'Tall Slasher' Reported By: Kim Eastland in GW10 Module
  382. Maali-Village 'Tall Slasher' Reported By: Kim Eastland in GW10 Module
  383. Major Kan-Trell Reported By: unknown contributor in GW05 - Rapture of the Deep
  384. Major Konnar Reported By: unknown contributor in GW05 - Rapture of the Deep
  385. Makeen Reported By: Robert G. Flack in MM2
  386. Mal Tonas Reported By: Robert G. Flack in MM2
  387. Manhunter 'Robotic Hunter' Reported By: Scott A. Hutcheon in Dragon Magazine 113
  388. Manhunter - Communications Drone Reported By: Scott A. Hutcheon in Dragon Magazine 113
  389. Manhunter - Underground Drone Reported By: Scott A. Hutcheon in Dragon Magazine 113
  390. Manhunter - Underwater Drone 'Underwater tracking drone (cyber)' Reported By: Scott A. Hutcheon in Dragon Magazine 113
  391. Mantis 'Green Renders' Reported By: James Ward in 2nd Edition
  392. Mantrap Reported By: unknown contributor in Famine at Fargo 7th Edition
  393. Markus Dema Reported By: Bruce Nesmith in GW07 Module
  394. Marlok 'Deep Dwellers' Reported By: Douglas A. Lent in Dragon 98 - Ares Section June 1985 - GW2
  395. May'Jir Reported By: Kim Eastland in GW08 Module
  396. Medical Robotoid 'Medbot' Reported By: James Ward in 0th Edition - Metamorphosis Alpha
  397. Medicant Reported By: unknown contributor in 6th Edition - Machines & Mutants
  398. Mediterranean Reported By: unknown contributor in 6th Edition - Machines & Mutants
  399. Menarl 'Slime Devils' Reported By: James Ward in 1st Edition
  400. Mentus Reported By: Kim Eastland in GW08 Module
  401. Mer-kind Reported By: Les Braun in GW05 - Rapture of the Deep
  402. Metal Microbe Reported By: unknown contributor in Polyhedron 27
  403. Metrovore Swarm Reported By: unknown contributor in 6th Edition - Machines & Mutants
  404. Microreebdor Reported By: unknown contributor in 6th Edition - Machines & Mutants
  405. Mimic Reported By: Derek M. Holland in MM2
  406. Mimic Plant Reported By: Phil Taterczynski in GW04 - The Mind Masters
  407. MindaRay Reported By: BK "Death_Machine_2416" in GW05 - Rapture of the Deep
  408. Mingos Reported By: Les Braun in GW05 - Rapture of the Deep
  409. Miniature Animal, Medium Reported By: unknown contributor in 6th Edition - Beyond the Horizon
  410. Miniature Animal, Tiny Reported By: unknown contributor in 6th Edition - Beyond the Horizon
  411. Miniji Reported By: Paul S. Williams in Masters of the Earth Campaign: MA-2 The Town of Boze
  412. Miracle Goo Reported By: unknown contributor in 6th Edition - Machines & Mutants
  413. Mississippi Brainhound Reported By: BJ Johnson in MM2
  414. Mist Spider Reported By: unknown contributor in Polyhedron 27
  415. Moklas 'Baby Bronts' Reported By: Randy D, Johns in Dragon Magazine 108
  416. Moklas 'Sea Devils' Reported By: Randy D, Johns in Dragon Magazine 108
  417. Mollin Reported By: unknown contributor in 6th Edition
  418. Molnangs 'Death Snails' Reported By: John M. Maxstadt in Dragon Magazine 126
  419. Mountain Men 'Squatches' Reported By: Randy Johns in Dragon 98 - Ares Section June 1985 - GW2
  420. Mught 'Gas Cloud' Reported By: Kim Eastland in GW08 Module
  421. Muse Device Reported By: unknown contributor in 6th Edition - Machines & Mutants
  422. Mut Choo 'Gas Plant' Reported By: Kim Eastland in GW06 Module
  423. Mutated Bears Reported By: Paul Kenney in Mud Glat Walker
  424. Mutated Chuckwalla Reported By: Paul Reiche III in The Albuquerque Starport
  425. Mutated Houseplant Reported By: Paul Reiche III in The Albuquerque Starport
  426. Mutated Raccoons Reported By: Paul Kenney in Mud Glat Walker
  427. Mutated Rat Reported By: Paul Reiche III in The Albuquerque Starport
  428. Mutated Scorpion Reported By: Paul Reiche III in The Albuquerque Starport
  429. Mutha 'Land Worm' Reported By: unknown contributor in MM2
  430. N'Yark Reported By: Kim Eastland in GW08 Module
  431. N'thlai 'Strange Ones' Reported By: Kim Eastland in GW06 Module
  432. N-Falcon Reported By: unknown contributor in 6th Edition - Beyond the Horizon
  433. Naomi Reported By: Paul S. Williams in Master's of the Earth Campaign: MA-1 The Trials
  434. Narl Ep 'Ghost Trees' Reported By: James Ward in 1st Edition
  435. Necrophage Reported By: unknown contributor in 6th Edition - Machines & Mutants
  436. NeepNeep 'Tech Bane' Reported By: unknown contributor in Famine at Fargo 7th Edition
  437. Nep Ep 'Death Trees' Reported By: Kim Eastland in GW06 Module
  438. NewFlesh Reported By: unknown contributor in 6th Edition - Machines & Mutants
  439. Nik'toth Reported By: Bruce Nesmith in GW07 Module
  440. Niregs 'Killer Turtles' Reported By: unknown contributor in Dragon Magazine 108
  441. Nitrodjinn Reported By: Roger Moore in Dragon Magazine 075
  442. Noctate Reported By: unknown contributor in 6th Edition - Machines & Mutants
  443. Nog l'Xon 'Grey Living Mold' Reported By: Kim Eastland in GW08 Module
  444. Norien Reported By: Kim Eastland in GW09 Module
  445. Nort 'North' Reported By: Kim Eastland in GW09 Module
  446. Nos'ferat 'Mutated monkey' Reported By: Bruce Nesmith in GW07 Module
  447. Nuanderthal Reported By: unknown contributor in 6th Edition - Machines & Mutants
  448. Nurglez 'Plague Beetle' Reported By: Unkown in MM2
  449. Ny'an 'Deadly Tail' Reported By: Kim Eastland in GW06 Module
  450. Nytacal 'Deadly Emerald Flying Insect' Reported By: Kim Eastland in GW09 Module
  451. Oasis Machine Reported By: unknown contributor in 6th Edition - Machines & Mutants
  452. Obb 'Flying Eyes' Reported By: James Ward in 1st Edition
  453. Octhofus Reported By: unknown contributor in 6th Edition - Machines & Mutants
  454. Octhofus, Kianth Reported By: unknown contributor in 6th Edition - Machines & Mutants
  455. Omnitar 'Mirrored Ones' Reported By: Kim Eastland in GW06 Module
  456. Ooz Blen 'Klonoid' Reported By: Michael Price & Garry Spiegle in GW03 - The Cleansing War of Garik Blackhand
  457. 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
  458. Orcoid Reported By: Kerry Jordan in MM2
  459. Orlen Reported By: James Ward in 1st Edition
  460. Otis 'Buffalo Explorer' Reported By: Ted Tschopp in Ted Tschopp
  461. Pako Reported By: Paul Kenney in Mud Glat Walker
  462. Par-rana Reported By: Les Braun in GW05 - Rapture of the Deep
  463. Parn 'Sword Beetles' Reported By: James Ward in 1st Edition
  464. Partha Reported By: Kim Eastland in GW09 Module
  465. Perth 'Gamma Bushes' Reported By: James Ward in 1st Edition
  466. Petrotter Reported By: unknown contributor in 6th Edition - Machines & Mutants
  467. Photo-Shop Bot Reported By: unknown contributor in Badder to the Bone
  468. Pierinhorl 'Black Porcupine / Bear' Reported By: Kim Eastland in GW09 Module
  469. Pineto 'Horse Cacti' Reported By: James Ward in 1st Edition
  470. Plainsmen Reported By: unknown contributor in 6th Edition - Machines & Mutants
  471. Pocket Assassin Reported By: unknown contributor in 6th Edition - Machines & Mutants
  472. Podog 'Wargs' Reported By: James Ward in 1st Edition
  473. Police Robot Reported By: unknown contributor in 6th Edition - Machines & Mutants
  474. Police Robot Reported By: unknown contributor in 4th Edition Gamma World
  475. Poong Reported By: unknown contributor in Famine at Fargo 7th Edition
  476. Porker Reported By: unknown contributor in Trouble in Freesboro
  477. Pret of the Order of the Blessed Nano Reported By: unknown contributor in White Wolf: Midnight in the Mystery Garden
  478. Pretexis Reported By: unknown contributor in Polyhedron 144
  479. Prot Ep 'Defense Tree' Reported By: Kim Eastland in GW06 Module
  480. Psirens 'Mind Singers' Reported By: Les Braun in GW05 - Rapture of the Deep
  481. Pubbailo Reported By: unknown contributor in 6th Edition - Machines & Mutants
  482. Puff Cactus Reported By: BJ Johnson in MM2
  483. Purrlions 'Heer Kitties' Reported By: unknown contributor in Dragon Magazine 108
  484. Quanakus 'Moving Barricade' Reported By: Kim Eastland in GW06 Module
  485. Radiation Zombies 'Glowers' Reported By: Les Braun in GW05 - Rapture of the Deep
  486. Raiccown Reported By: unknown contributor in 6th Edition - Machines & Mutants
  487. Rakee 'Nuts' Reported By: Kim Eastland in GW06 Module
  488. Rakkons 'Brown Runners' Reported By: unknown contributor in Dragon Magazine 108
  489. Rakox 'Big Horns' Reported By: James Ward in 1st Edition
  490. Rakrod 'Horned Rats' Reported By: Kim Eastland in GW08 Module
  491. Ranse Reported By: Kim Eastland in GW08 Module
  492. Rastagator Reported By: BJ Johnson in MM2
  493. Ravisher Reported By: unknown contributor in 6th Edition
  494. Raydium, Alpha Reported By: Roger Moore in Dragon Magazine 075
  495. Raydium, Beta Reported By: Roger Moore in Dragon Magazine 075
  496. Raydium, Gamma Reported By: Roger Moore in Dragon Magazine 075
  497. Razorgrass Reported By: Bob Crichton in MM2
  498. Rebuilt Reported By: unknown contributor in 6th Edition - Machines & Mutants
  499. Reclaimer Reported By: unknown contributor in 6th Edition - Machines & Mutants
  500. Ren Reported By: James M. Ward in Polyhedron 14
  501. Rena Reported By: unknown contributor in GW05 - Rapture of the Deep
  502. Reptoads Reported By: John M. Maxstadt in Dragon Magazine 126
  503. Rhya 'Bigwig' Reported By: unknown contributor in MM2
  504. Rhya Reported By: Derek M. Holland in MM2
  505. Ribbets 'Flying Frogs' Reported By: unknown contributor in Dragon Magazine 108
  506. Rismish 'Sticky Jelly' Reported By: Kim Eastland in GW08 Module
  507. Robohunter 'Robotic Hunter/Tracker' Reported By: Scott A. Hutcheon in Dragon Magazine 113
  508. Rodcut 'Rat Friend' Reported By: Kim Eastland in GW08 Module
  509. Rodqas 'Zap Mice' Reported By: Kim Eastland in GW08 Module
  510. Rog 'Bristleback' Reported By: unknown contributor in 4th Edition Gamma World
  511. Rojak Reported By: Bruce Nesmith in GW07 Module
  512. Rrerslith 'Cold Snake' Reported By: Kim Eastland in GW08 Module
  513. Rust'ee 'Hulk Mollusk' Reported By: Scot Hoover in MM2
  514. Ryco Reported By: unknown contributor in GW05 - Rapture of the Deep
  515. S're'daan 'That Which is Dependable' Reported By: Kim Eastland in GW06 Module
  516. Sarbis 'Earth Pigs' Reported By: Kim Eastland in GW08 Module
  517. Sasquatch 'Bigfoot' Reported By: Andy Collins and Jeff Grubb in 5th Edition
  518. Sathpernert's Rats Reported By: unknown contributor in 6th Edition - Machines & Mutants
  519. Scar 'Oscar' Reported By: Kim Eastland in GW09 Module
  520. Scella Reported By: unknown contributor in GW05 - Rapture of the Deep
  521. Scorpito 'Thrum' Reported By: Scot F. Kent in MM2
  522. Screamer Reported By: Gary Gygax, Paul Reiche III (GW1 Legion of Gold) in GW01 - The Legion of Gold
  523. Screps 'Tree Gator' Reported By: unknown contributor in Dragon Magazine 108
  524. Sea Behemoth Reported By: Les Braun in GW05 - Rapture of the Deep
  525. Sea Crone 'Hags' Reported By: Les Braun in GW05 - Rapture of the Deep
  526. Sea Lilies Patch 'Sea Lilies' Reported By: Derek M. Holland in GW05 - Rapture of the Deep
  527. Sea Monkeys Reported By: Les Braun in GW05 - Rapture of the Deep
  528. Sea Serpent, Black Reported By: Derek M. Holland in GW05
  529. Sea Serpent, Green Reported By: Derek M. Holland in MM2
  530. Sea Spider 'Salt Spider' Reported By: Les Braun in MM2
  531. Sea Spider Reported By: Les Braun in GW05 - Rapture of the Deep
  532. Security Robot Reported By: Paul Kenney in Mud Glat Walker
  533. Security Robot at Mindkeep 'Security Bot Mk II' Reported By: Kim Eastland in GW06 Module
  534. Security Robotoid 'Security Bot' Reported By: James Ward in 0th Edition - Metamorphosis Alpha
  535. Sensorium Rig Reported By: unknown contributor in 6th Edition - Machines & Mutants
  536. Sentient Coral Reef Reported By: unknown contributor in data source corrupted.
  537. Sentient Coral Reef Reported By: BK "death_machine_2416" in MM2
  538. Sentrybots Reported By: unknown contributor in Trouble in Freesboro
  539. Sep, Sand 'Land Sharks' Reported By: James Ward in 1st Edition
  540. Sep, Snow 'Land Sharks' Reported By: James Ward in 1st Edition
  541. Serf 'Thought Masters' Reported By: James Ward in 1st Edition
  542. Sergeant Dimin Reported By: unknown contributor in GW05 - Rapture of the Deep
  543. Sergon 'Master Dragon' Reported By: Kim Eastland in GW08 Module
  544. Seroon Lou 'Haunted Fruit Tree' Reported By: James Ward in 1st Edition
  545. Servo Reindeer Reported By: James M. Ward in Polyhedron 15
  546. Sheezu 'Climber' Reported By: Kim Eastland in GW06 Module
  547. Shef Reported By: Kerry Jordan in MM2
  548. Shell Toad Reported By: unknown contributor in 6th Edition - Machines & Mutants
  549. Shez'ur 'Spiked Flyer' Reported By: Kim Eastland in GW06 Module
  550. Shield Worm Reported By: Derek M. Holland in MM2
  551. Shiir'ka Reported By: Kim Eastland in GW08 Module
  552. Shinarl 'Watery Slime' Reported By: Kim Eastland in GW08 Module
  553. Sho'day 'Bird of the Moonlight' Reported By: Kim Eastland in GW06 Module
  554. Shog Reported By: Bob Crichton in MM2
  555. Shortel Reported By: unknown contributor in Polyhedron 27
  556. Shreelon 'Alien' Reported By: unknown contributor in Omega Project
  557. Shrike Reported By: unknown contributor in 6th Edition - Machines & Mutants
  558. Shroom Reported By: Lord Irish in MM2
  559. Shrub Wall Reported By: unknown contributor in Badder to the Bone II
  560. Shwarsfrou Reported By: unknown contributor in Polyhedron 144
  561. Sifoner 'Green Stalkers' Reported By: Randy Johns in Dragon 98 - Ares Section June 1985 - GW2
  562. Sifoner 'Green Stalkers' Reported By: unknown contributor in Dragon Magazine 098
  563. Silus Reported By: Bruce Nesmith in GW07 Module
  564. Silverback Reported By: unknown contributor in 6th Edition - Machines & Mutants
  565. Sin'tal 'Assassin Bug' Reported By: Derek M. Holland in MM2
  566. Skaig Reported By: unknown contributor in 6th Edition - Machines & Mutants
  567. Skwil 'Rok'Ee' Reported By: Michael Price & Garry Spiegle in GW03 - The Cleansing War of Garik Blackhand
  568. Skyshark Reported By: unknown contributor in 6th Edition - Machines & Mutants
  569. Skyzorr'n - Peon (away from Colony) 'Giant Ants' Reported By: Kim Eastland in GW08 Module
  570. Skyzorr'n - Peon (in Colony) 'Giant Ants' Reported By: Kim Eastland in GW08 Module
  571. Skyzorr'n - Queen (in Colony) 'Giant Ants' Reported By: Kim Eastland in GW08 Module
  572. Skyzorr'n - Sacred Warriors (away from Colony) 'Giant Ants' Reported By: Kim Eastland in GW08 Module
  573. Skyzorr'n - Sacred Warriors (in Colony) 'Giant Ants' Reported By: Kim Eastland in GW08 Module
  574. Skyzorr'n - Warriors (away from Colony) 'Giant Ants' Reported By: Kim Eastland in GW08 Module
  575. Skyzorr'n - Warriors (in Colony) 'Giant Ants' Reported By: Kim Eastland in GW08 Module
  576. Slake 'Giant Sea Slug' Reported By: Derek M. Holland in MM2
  577. Slashworm Reported By: Derek M. Holland in MM2
  578. Sleeth 'Seer Lizards' Reported By: James Ward in 1st Edition
  579. Slembaith Reported By: unknown contributor in 6th Edition - Machines & Mutants
  580. Slimer 'Blue Snail' Reported By: Derek M. Holland in MM2
  581. Slimy Grazer Reported By: Derek M. Holland in MM2
  582. Slippings 'Greaseballs' Reported By: unknown contributor in Dragon Magazine 108
  583. Sly Reported By: Bruce Nesmith in GW07 Module
  584. Small Mutant Spider Reported By: unknown contributor in White Wolf: Midnight in the Mystery Garden
  585. Smoke Caterpillar Reported By: unknown contributor in Polyhedron 27
  586. Smokerth 'Flaming Bush' Reported By: Kim Eastland in GW06 Module
  587. Smovbai 'Iron Beast' Reported By: Kim Eastland in GW06 Module
  588. Snag Reported By: BJ Johnson in MM2
  589. Solarfly Reported By: unknown contributor in 6th Edition - Machines & Mutants
  590. Soldier Robot Reported By: Ted Tschopp in Ted Tschopp
  591. Soopturt Reported By: Zirra Scrohunter in MM2
  592. Sorbel Reported By: James M. Ward in Polyhedron 03
  593. Soul Besh 'Skeeters' Reported By: James Ward in 1st Edition
  594. Souls'ker Reported By: unknown contributor in 6th Edition
  595. Speedo Reported By: Paul Kenney in Mud Glat Walker
  596. Spider Lil Reported By: John Traglio (Apocalyptic Post #3) in MM2
  597. Spiderbot Reported By: unknown contributor in Famine at Fargo 7th Edition
  598. Spiny Reported By: Andy Collins and Jeff Grubb in 5th Edition
  599. Spiny Craw Reported By: Zirra Scrohunter in MM2
  600. Spitter 'Bot Bashers' Reported By: James Ward in Dragon 98 - Ares Section June 1985 - GW2
  601. Spitter 'Bot Bashers' Reported By: unknown contributor in Dragon Magazine 098
  602. Spoat Reported By: unknown contributor in 6th Edition - Machines & Mutants
  603. Sprey Reported By: Zirra Scrohunter in MM2
  604. Squeaker Reported By: unknown contributor in Famine at Fargo 7th Edition
  605. Squeeker 'King Rats' Reported By: James Ward in 3rd Edition
  606. Sre'froth 'Invisible Glider' Reported By: Kim Eastland in GW06 Module
  607. Stagon 'Riding Deer' Reported By: unknown contributor in 4th Edition Gamma World
  608. Standardized Reported By: unknown contributor in 6th Edition - Beyond the Horizon
  609. Staph Reported By: Derek M. Holland in MM2
  610. Starfish Cactus Reported By: BJ Johnson in MM2
  611. Stepford Reported By: unknown contributor in 6th Edition - Machines & Mutants
  612. Sticky Reported By: Scott Swigert in MM2
  613. Stilt Palm Reported By: BJ Johnson in MM2
  614. Strangle Reported By: BJ Johnson in MM2
  615. Stuhumphagas 'Stupmers' Reported By: John M. Maxstadt in Dragon Magazine 126
  616. Sucslith 'Sucker Snake' Reported By: Kim Eastland in GW06 Module
  617. Supervisory Borg 'BossBot' Reported By: James Ward in 1st Edition
  618. Suthorl 'Giant Porcupine' Reported By: Kim Eastland in GW09 Module
  619. Sutkin 'Giant Bramble' Reported By: Kim Eastland in GW09 Module
  620. T'Brath 'She Who Consumes' Reported By: Kim Eastland in GW08 Module
  621. T'Larryn Reported By: Dirk Collins in MM2
  622. Tangh Reported By: unknown contributor in Trouble in Freesboro
  623. Tanglepus Reported By: Zirra Scrohunter in MM2
  624. Tani Reported By: unknown contributor in White Wolf: Midnight in the Mystery Garden
  625. Tank 1 - Far West Reported By: Russ Westbrook in The Barracks Raid
  626. Tank 2 Reported By: Russ Westbrook in The Barracks Raid
  627. Tank 3 Reported By: Russ Westbrook in The Barracks Raid
  628. Tank 4 Reported By: Russ Westbrook in The Barracks Raid
  629. TarHorror Reported By: unknown contributor in Famine at Fargo 7th Edition
  630. Tarn Zeb Reported By: Michael Price in GW02 - Famine in Far-Go
  631. Teakel 'Tear bush' Reported By: Bruce Nesmith in GW07 Module
  632. Teakettler Reported By: unknown contributor in 6th Edition - Machines & Mutants
  633. Tehwhisz Reported By: Bruce Nesmith in GW07 Module
  634. Telenha Reported By: Unknown in MM2
  635. Temperate Forest Reported By: unknown contributor in 6th Edition - Machines & Mutants
  636. Tentacled Ghoul Reported By: Neil Whitlow in MM2
  637. Terl 'Tree Fish' Reported By: James Ward in 1st Edition
  638. Terrorbird Reported By: unknown contributor in 6th Edition - Machines & Mutants
  639. Tesseract Spider Reported By: unknown contributor in 6th Edition - Machines & Mutants
  640. The Companion Reported By: James M. Ward in Polyhedron 02
  641. The Guard Spartans (10) Reported By: unknown contributor in Master's of the Earth Campaign: MA-6 City of the Ancients
  642. The Master Reported By: unknown contributor in Master's of the Earth Campaign: MA-5 The Savage Beast
  643. The Trek Droid Reported By: James M. Ward in Polyhedron 03
  644. Theeka Reported By: unknown contributor in 6th Edition - Machines & Mutants
  645. Thile Pirt Reported By: unknown contributor in 6th Edition - Machines & Mutants
  646. Thra Reported By: unknown contributor in 6th Edition
  647. Thrasher Reported By: unknown contributor in GW05 - Rapture of the Deep
  648. Thunderbird Reported By: Andy Collins and Jeff Grubb in 5th Edition
  649. Thuntra Reported By: unknown contributor in 6th Edition - Beyond the Horizon
  650. Thuntra Reported By: unknown contributor in 6th Edition - Machines & Mutants
  651. Thy'tal 'Sliver Sucker' Reported By: Derek M. Holland in MM2
  652. Ti'tal 'Green Lantern' Reported By: Derek M. Holland in MM2
  653. Tibenpayher Reported By: unknown contributor in 6th Edition - Beyond the Horizon
  654. Timon Reported By: Kim Eastland in GW08 Module
  655. Timon Reported By: Kim Eastland in GW09 Module
  656. Timon's Dabber Agent Reported By: Kim Eastland in GW08 Module
  657. Toother 'Bucker' Reported By: Michael Price & Garry Spiegle in GW03 - The Cleansing War of Garik Blackhand
  658. Torel Plant Reported By: James M. Ward in Polyhedron 03
  659. Tracker Reported By: unknown contributor in White Wolf: Midnight in the Mystery Garden
  660. Trap Worm Reported By: unknown contributor in MM2
  661. Trechlily Reported By: Zirra Scrohunter in MM2
  662. Tremorworm 'Graboid' Reported By: Derek M. Holland in MM2
  663. Triphants 'Flailers' Reported By: unknown contributor in Dragon Magazine 108
  664. Tropical Grass Reported By: unknown contributor in 6th Edition - Machines & Mutants
  665. Tropical Rainforest Reported By: unknown contributor in 6th Edition - Machines & Mutants
  666. Tsorsut 'Giant Bat' Reported By: Kim Eastland in GW06 Module
  667. Turing Pariah Reported By: unknown contributor in 6th Edition - Machines & Mutants
  668. Ty'ghone Reported By: Paul S. Williams in Master's of the Earth Campaign: MA-1 The Trials
  669. Tyrant Reported By: unknown contributor in 6th Edition - Machines & Mutants
  670. Ultravore Reported By: unknown contributor in 6th Edition - Machines & Mutants
  671. Unsut 'Spider Friend' Reported By: Kim Eastland in GW09 Module
  672. V'ath 'That which is hideous' Reported By: Kim Eastland in GW09 Module
  673. Vath 'Lee'Gosi' Reported By: Michael Price & Garry Spiegle in GW03 - The Cleansing War of Garik Blackhand
  674. Vegepygmy Reported By: unknown contributor in Famine at Fargo 7th Edition
  675. Vene'aMub 'Villain that Hides and Kills' Reported By: Kim Eastland in GW06 Module
  676. Vent Worm Reported By: Derek M. Holland in MM2
  677. Verbat 'Spinning Guardian' Reported By: Kim Eastland in GW08 Module
  678. Vilchneks 'Jumping Spiders' Reported By: unknown contributor in Dragon Magazine 108
  679. Virguven Reported By: unknown contributor in 6th Edition - Machines & Mutants
  680. Visitor Reported By: unknown contributor in Famine at Fargo 7th Edition
  681. Waja Reported By: Bruce Nesmith in GW07 Module
  682. Waldis 'Sage of Melkath' Reported By: Bruce Nesmith in GW07 Module
  683. Walking Tower Reported By: unknown contributor in 6th Edition - Machines & Mutants
  684. Warbot 'Warbot' Reported By: James Ward in 1st Edition
  685. Wardent 'Devo Beasts' Reported By: James Ward in 2nd Edition
  686. Watchcat Reported By: unknown contributor in 6th Edition - Machines & Mutants
  687. Water Bear 'Sea Cow' Reported By: Derek M. Holland in MM2
  688. Wed Tsurp 'Red Bat-like Humanoid' Reported By: Kim Eastland in GW09 Module
  689. Wed l'Xon 'Red Living Mold' Reported By: Kim Eastland in GW08 Module
  690. Weirbuled Reported By: Gary Gygax, Paul Reiche III (GW1 Legion of Gold) in GW01 - The Legion of Gold
  691. Weirbulen Reported By: unknown contributor in 6th Edition - Machines & Mutants
  692. WessWreel Reported By: James M. Ward in Polyhedron 02
  693. Wessex Reported By: Paul Kenney in Mud Glat Walker
  694. Westford Reported By: Paul Kenney in Mud Glat Walker
  695. Whirrzler 'Propeller' Reported By: John M. Maxstadt in Dragon Magazine 130
  696. Whirrzlers 'Propeller Plants' Reported By: John M. Maxstadt in Dragon Magainze 130
  697. Win Seen or Green Winislean 'Green Tanglers' Reported By: James Ward in 1st Edition
  698. Win Seen or Yellow Winislean 'Yellow Tanglers' Reported By: James Ward in 1st Edition
  699. Woo'N 'Shining Being' Reported By: Kim Eastland in GW08 Module
  700. Wraith Reported By: Derek M. Holland in MM2
  701. X Unit Sleigh Reported By: James M. Ward in Polyhedron 15
  702. X.M.A.S Reported By: James M. Ward in Polyhedron 15
  703. Xanqas 'Shocking Mildew' Reported By: Kim Eastland in GW08 Module
  704. Xloes 'Thnder Clappers' Reported By: unknown contributor in Dragon Magazine 108
  705. Xxen Reported By: unknown contributor in GW05 - Rapture of the Deep
  706. Y'Zor 'He who is a warrior' Reported By: Kim Eastland in GW09 Module
  707. Yaager Reported By: unknown contributor in Polyhedron 144
  708. Yellow Belly Reported By: Derek M. Holland in MM2
  709. Yexil 'Orange Scarfers' Reported By: James Ward in 1st Edition
  710. Yukon Reported By: Paul S. Williams in Master's of the Earth Campaign: MA-1 The Trials
  711. Zarn 'Borer Beetles' Reported By: James Ward in 1st Edition
  712. Zayshin Reported By: Zirra Scrohunter in MM2
  713. Zeeth 'Gamma Grass' Reported By: James Ward in 1st Edition
  714. Zombie 'Deadun' Reported By: unknown contributor in Famine at Fargo 7th Edition
  715. Zutperk 'The Great' Reported By: unknown contributor in White Wolf: Midnight in the Mystery Garden

AI Fragment

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

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:

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:

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:

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: Monster
Base Stock: Unknown

MCC Stat Block: Acidweed (1d3 (2)): Init +0; atk 2 x thorns melee -1 (1d6-3); AC 15; HD 6D5 hp 18 each; NO MOVEMENT; 1d20; SV Fort +0, Ref -3, Will +1
Mutations: Gas Generation (burning), Dissolving Juices- Continuously produces dissolving juices, Thorns, Attraction Odor [D], Fruit (acid berries 3d6 pts of dmg/berry 2-12 berries/plant), Immunity (acids), Phobia[D] (fire), Illusion Generation - Unlimited use of Illusion

Number Appearing: 1d3
Morale: 10
Hit Dice: HD 6D5
Armor: 5 (AC 15)
Size: Small

Movement: NO MOVEMENT

Attack: 2 x Thorns melee -1 (1d6-3)

MS: 14 PS: 0
IN: 2 DX: 0
CH: 0 CN: 10

Frequency: Uncommon
Organization: Related Cluster of Plants
Activity Cycle: Day
Diet: Carnivore
Habitat: Unknown
Tech Level: 0 - 0
Artifacts: Unknown

Description:

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Aerosquid 'Sky Walkers'

Reported By: John M. Maxstadt in Dragon 98 - Ares Section June 1985 - GW2

Role: Unknown
Base Stock: Giant Squid

MCC Stat Block: Aerosquid 'Sky Walkers' (1): Init +10; atk 2 x tentacle slap melee +11 (1d20+6) and bite melee +11 (1d20+6) and 8 x tentacle grab-and-constrict melee +11 (1d10+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

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:

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.


Airshoon

Reported By: James M. Ward in Polyhedron 02

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Albilope

Reported By: Michael Price in GW02 - Famine in Far-Go

Role: Monster
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

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:

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.


Albilope 'Climbing, Crescent Deer'

Reported By: Kim Eastland in GW09 Module

Role: Unknown
Base Stock: Deer

MCC Stat Block: Albilope 'Climbing, Crescent Deer' (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: 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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


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:

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:

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Android 'Thinker'

Reported By: James Ward in 0th Edition - Metamorphosis Alpha

Role: Synthetic Life form
Base Stock: Synthetic Life form

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

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 (Observation 1): Androids are artificial Life forms 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 'Worker'

Reported By: James Ward in 0th Edition - Metamorphosis Alpha

Role: Synthetic Life form
Base Stock: Synthetic Life form

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

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:

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: Synthetic Life form
Base Stock: Synthetic Life form

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

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


Android 'Warrior'

Reported By: James Ward in 0th Edition - Metamorphosis Alpha

Role: Synthetic Life form
Base Stock: Synthetic Life form

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

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 (Observation 1): Androids are artificial Life forms 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 'Body Guard'

Reported By: Bruce Nesmith in GW07 Module

Role: Synthetic Life form
Base Stock: Synthetic Life form

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

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:

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:

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Ape, Carnivorous 'Magilla'

Reported By: Brutorz Bill in MM2

Role: Monster
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) and rend melee +5 (1d8+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

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:

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

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:

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Ark 'Hound Folk'

Reported By: James Ward 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

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 (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

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:

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: James Ward 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

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:

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: During the spring mating season, these mutated robins are one of the most dangerous avian Life forms 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.


Artrak

Reported By: unknown contributor in Polyhedron 144

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


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' (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: 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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Attercop Blackuns

Reported By: James Ward in 0th Edition - Metamorphosis Alpha

Role: Monster - Domesticatable
Base Stock: Garden Spider

Conversion Not Complete
Mutations: (P) Electrical generation (14),(M)Immune to mental Attacks except Illusion

Number Appearing: 1d4
Morale: 14
Hit Dice: More observations needed
Armor: 6 ()
Size: Small

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

Description (Initial Observation):

Description (Observation 1): 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.

Combat: 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 will only attack those that come into its web. It will save any prey it captures to eat at a later date.

Society: 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 flame 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.

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.


Attercop Abulare 'Wandering Blackuns'

Reported By: James Ward in 0th Edition - Metamorphosis Alpha

Role: Monster - Domesticatable
Base Stock: Garden Spider

MCC Stat Block: Attercop Abulare 'Wandering 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

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 (Initial Observation):

Description (Observation 1): Attercops Abulare, also known as Wandering 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.

Combat: 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 Abulare is an active hunter, preferring to use its web only to shackle its prey before eating them or moving on.

Society: 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 flame 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.

Behavior: Behavior modeling incomplete


Autobot, Legged 'Personal Servant Bots'

Reported By: James Ward 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

Movement: MV 90'

Attack: See Description

MS: 6 PS: 25
IN: 15 DX: 18
CH: 16 CN: 16

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

Description:

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: James Ward 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

Movement: MV Wheels 150'

Attack: See Description

MS: 6 PS: 25
IN: 15 DX: 18
CH: 16 CN: 16

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

Description:

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.


Automachine 'Robotic Machines'

Reported By: James Ward 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

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: 16 CN: 16

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

Description:

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: James Ward 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

Movement: MV 90' or GravPods 50'

Attack: See Description

MS: 18 PS: 50
IN: 50 DX: 15
CH: 16 CN: 16

Frequency: Rare
Organization: Programmed
Activity Cycle: Any
Diet: None
Habitat: Schools
Tech Level: 5 - 7
Artifacts: Lots

Description:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Axel

Reported By: Paul Kenney in Mud Glat Walker

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Ba'Sled 'Rock that Burrows'

Reported By: Kim Eastland 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

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:

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: Kim Eastland 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

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:

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: Kim Eastland 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: Gargantuan

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:

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: James Ward 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

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 (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: James Ward 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

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 (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' (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: 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:

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) and hug melee +3 (1d16+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

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:

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 1

Reported By: unknown contributor in Master's of the Earth Campaign: MA-4 To the Rescue

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Bandit 2

Reported By: unknown contributor in Master's of the Earth Campaign: MA-4 To the Rescue

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Bandit 3

Reported By: unknown contributor in Master's of the Earth Campaign: MA-4 To the Rescue

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Bandit 4

Reported By: unknown contributor in Master's of the Earth Campaign: MA-4 To the Rescue

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Bandit 5

Reported By: unknown contributor in Master's of the Earth Campaign: MA-4 To the Rescue

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Bandit Droid

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Bandit Muel

Reported By: unknown contributor in Master's of the Earth Campaign: MA-4 To the Rescue

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:

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: MA-1 The Trials

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:

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Barl Nep 'Deathfish'

Reported By: James Ward 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

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:

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.


Bartholemu Othbrook 'Bad Bart'

Reported By: unknown contributor in Master's of the Earth Campaign: MA-4 To the Rescue

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


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

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:

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 'Smokie'

Reported By: Michael Price & Garry Spiegle in GW02 - Famine in Far-Go

Role: Monster
Base Stock: Grizzly Bear

MCC Stat Block: Barxyn 'Smokie' (1d4 (2)): Init +6; atk 2 x claws melee +9 (1d30+6) and bite melee +9 (1d30+6); AC 14; HD 11D7 hp 44 each; MV 15' ; 1d20+1d16; 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 11D7
Armor: 4 (AC 14)
Size: Large

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: Sloth
Activity Cycle: Special
Diet: Carnivore
Habitat: Temperate and Sub-Arctic Forests
Tech Level: 0 - 0
Artifacts: Unknown

Description:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

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

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:

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.


Batslith 'Spinning Snake'

Reported By: Kim Eastland in GW08 Module

Role: Monster
Base Stock: Snake

MCC Stat Block: Batslith 'Spinning Snake' (1d4+2 (4)): Init +6; atk bite melee -2 (1d3-3) and 5 x bites +5 (1d3+4, 5'); AC 11; HD 4D7 hp 16 each; MV 15' ; 1d20; SV Fort +0, Ref +4, Will -2
Mutations: Unknown

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

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:

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


Battlebot Battle Bot

Reported By: unknown contributor in 4th Edition

Role: Robot
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: 1
Morale: More observations needed
Hit Dice: More observations needed
Armor: 35 ()
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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Bear

Reported By: Paul S. Williams in Masters of the Earth Campaign: MA-2 The Town of Boze

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Bearcat 'Grizlion'

Reported By: Andy Collins and Jeff Grubb in 5th Edition

Role: Monster
Base Stock: Wolverine

MCC Stat Block: Bearcat 'Grizlion' (1d4 (2)): Init +6; atk bite melee +3 (1d16) and 2 x claws melee +3 (1d8); AC 13; HD 9D7 hp 36 each; MV 8' ; 1d20+1d14; SV Fort +0, Ref +1, Will +0
Mutations: Enhanced Metabolism, Toxin Tolerance

Number Appearing: 1d4
Morale: More observations needed
Hit Dice: HD 9D7
Armor: 3 (AC 13)
Size: Medium

Movement: MV 8'

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

MS: 11 PS: 9
IN: 19 DX: 13
CH: 7 CN: 10

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

Description:

Combat: The bearcat is most often encountered hunting for food. Though it prefers meat, bearcats consume almost anything when hungrysome have been cut open to reveal cloth, wood, or even metal within. When it attacks, it attempts to lock its jaws onto its prey and then disembowel with its great claws. A hit with the bite attack grants two claw attacks, with a 1, 2, or 3 bonus based on the success of the bite. Despite the bearcat's bloodthirsty nature, it is remarkably clever (for an animal) and often stalks prey for some time before striking. It often preys on large animals slowed by illness, injury, or age. It never shies away from a fight, however, no matter how large its opponent.

Society: Thankfully, bearcats live in forested hills and mountains, usually far from civilization. During particularly harsh winters, however, bearcats have been known to come down to lower altitudes and find food in or near settled areas.

Behavior: Behavior modeling incomplete


Bearwyrm

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Beauty, the visious, mutated decrative plant

Reported By: unknown contributor in GW05 - Rapture of the Deep

Role: NPC
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:

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:

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: James Ward 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

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:

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 'Cave Dabbers'

Reported By: Gary Gygax, Paul Reiche III (GW1 Legion of Gold) in GW01 - The Legion of Gold

Role: Monster
Base Stock: Racoon

MCC Stat Block: Bigoon 'Cave Dabbers' (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

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:

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Blaash 'Gamma Moths'

Reported By: James Ward 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

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:

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Blade Whale 'Rammers'

Reported By: Randy Johns in Dragon 98 - Ares Section June 1985 - GW2

Role: Unknown
Base Stock: Blue Whale

MCC Stat Block: Blade Whale 'Rammers' (1d4-2 (0)): Init +9; atk bite melee +11 (1d30+6) and ram melee +11 (1d30+6); AC 14; HD 87D7 hp 348; MV Swim 45' ; 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: 1d6+2
Hit Dice: HD 87D7
Armor: 4 (AC 14)
Size: Gargantuan

Movement: MV Swim 45'

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

MS: 13 PS: 101
IN: 10 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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Blade Whale 'Rammers'

Reported By: unknown contributor in Dragon Magazine 098

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:

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Blaster Blossom 'Zappers'

Reported By: James Ward in Dragon 98 - 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: Large

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Blight 'Cloud Worms'

Reported By: James Ward 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

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:

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Blood Bird 'Red Deaths'

Reported By: James Ward in 0th Edition - Metamorphosis 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

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:

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 GW04 - The Mind Masters

Role: Monster
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

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:

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

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:

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

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:

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Boomblossom

Reported By: Zirra Scrohunter in GW05

Role: Monster
Base Stock: Swamp Rose

MCC Stat Block: #N/A
Mutations: Beguiling, Contact Poison Sap, Explosive Seeds, Force Field, Generation, Modified Vines (Manipulation Vines), Telekinesis, Telepathy, Thorns/Spikes (Thorns)

Number Appearing: 2d10
Morale: 7
Hit Dice: HD 6D5
Armor: 9 (AC 19)
Size: Tiny

Movement: MV 23'

Attack: 2 x Limb Strike melee +2 (1d3)

MS: #N/A PS: 10
IN: #N/A DX: 10
CH: 14 CN: 9

Frequency: Rare
Organization: Branble of Rose Bushes
Activity Cycle: Day
Diet: Minerals from soil
Habitat: Swamps and thickets, marshy shores of streams, ponds, and lakes
Tech Level: 1 - 6
Artifacts: Unknown

Description:

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

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:

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.


Boris

Reported By: Kim Eastland in Polyhedron 44

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Bradfromlanta

Reported By: unknown contributor in GW05 - Rapture of the Deep

Role: NPC
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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Brain Mite

Reported By: unknown contributor in Polyhedron 27

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:

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Bream

Reported By: James M. Ward in Polyhedron 02

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:

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Brultans 'Crabmen'

Reported By: Les Braun in GW05 - Rapture of the Deep

Role: Monster
Base Stock: Crab

MCC Stat Block: #N/A
Mutations: Carapace - total, Hands of power - gamma, Heightened physical attribute - strength, Kinetic absorption, Skeletal enhancement.

Number Appearing: 2d6
Morale: 1d4+6
Hit Dice: #N/A
Armor: 4 (AC 14)
Size: Medium

Movement: MV 20' or Swim 20'

Attack: #N/A

MS: 8 PS: 12
IN: 9 DX: 11
CH: 3 CN: 13

Frequency: Uncommon
Organization: Nomadic Tribes
Activity Cycle: Any
Diet: Omnivore
Habitat: Oceans and Saltwater Lakes and Rivers
Tech Level: 0 - 6
Artifacts: Unknown

Description:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Brutorz 'Big Walkers'

Reported By: James Ward 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

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 (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.

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: Gargantuan

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:

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

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:

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 GW01 - The Legion of Gold

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Bulo

Reported By: Michael Price in GW02 - Famine in Far-Go

Role: Monster
Base Stock: Buffalo

MCC Stat Block: Bulo (2d4 (5)): Init +3; atk butt melee +4 (1d10+2) and trample melee +4 (1d30+2) and bite melee +4 (1d8+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

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:

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: Medium

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:

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

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:

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

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:

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Cal Then 'Flying Rippers'

Reported By: James Ward 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

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:

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Canopus Plague Victim 'Zombie'

Reported By: Paul Reiche III in The Albuquerque Starport

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

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:

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.


Captain Gelmar

Reported By: unknown contributor in GW05 - Rapture of the Deep

Role: NPC
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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Cargo Transport - Large 'Transport Bot'

Reported By: James Ward in 1st 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: 16 CN: 16

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

Description:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Cargo Transport - Small 'Light Cargo Bot'

Reported By: James Ward in 1st 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: 16 CN: 16

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

Description:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Cargolifter - Heavy 'Cargolifter'

Reported By: James Ward in 1st 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: 16 CN: 16

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

Description:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Cargolifter - Light 'Light Cargolifter'

Reported By: James Ward in 1st 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: 16 CN: 16

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

Description:

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

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:

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


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:

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: James Ward 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

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 (Initial Observation):

Description (Observation 1): Carrins (also known as Dark Emperors) are 3 meter tall mutated vultures, weighing in at nearly 50 kilograms ( 110ibs). Taloned bird hands grow out of their wings along the front blade. They are usually dark coloured or black, and prefer to live in dimly lit locations. Most Carrins carry ceremonial spears with some sort of totem or mark attached near the top, like the skull of a dabber or the dried skin of a humanoid's face. They use these to help strike fear in their opponents, hoping to defeat them before combat even starts. These ceremonial spears are not used in combat, and the totems displayed on them may be some sort of badge of rank or honour in Carrin society. A Carrin has 1d4 Blood Birds followers around at all times.

Combat: As a rule, Carrins avoid personal combat. They prefer to have their servants or machines fight for them. Carrins are rarely without a plan or scheme. Whem all else fails, they try to use their telepathy to anticipate what their opponents are going to do. If forced into combat, they send their Blood Birds followers in first, while they flee to safety. Carrins frequently have powerful artifacts which they can use to defend themselves. If these strategies don't work, they make a strafing run, firing their poisoned quills (destructive, intensity 12) up to 5 meters at targets from beyond melee range.

Society: Carrins are known by many cultures as Dark Emperors. They gained this name because they rule large areas with an iron fist. A typical tactic of theirs is to control the flow of trade in their domain, carrying a high percentage off for their own consumption. Carrin society is a complicated structure where the wealthy make the rules and Machiavellian political intrigue is common. Currying favour and double-crossing is a way of life. Most Carrin schemes are elaborate, twisted plots.

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Centisteed 'Fast Trotters'

Reported By: James Ward 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

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 (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.


Ceruleans 'Blue Meanies'

Reported By: Mars in GW05 - Rapture of the Deep

Role: Monster
Base Stock: Unknown

MCC Stat Block: #N/A
Mutations: Confusion, Cryokinesis, Gills, Ultravision

Number Appearing: 1d10
Morale: 1d4+6
Hit Dice: #N/A
Armor: 9 (AC 19)
Size: Medium

Movement: MV 23' or Swim 15'

Attack: See Description

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

Frequency: Common
Organization: Quasi-Fuedal
Activity Cycle: Day
Diet: Omnivore
Habitat: Unknown
Tech Level: 2 - 6
Artifacts: Unknown

Description:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


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

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:

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

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:

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

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:

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Chotslith, Large 'Bristle Snake'

Reported By: Kim Eastland in GW06 Module

Role: Monster
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

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:

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: Monster
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

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:

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

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:

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

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:

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:

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

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:

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

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:

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

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:

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Cody Matrix

Reported By: Kim Eastland in Polyhedron 44

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Commander Atenvelt

Reported By: unknown contributor in GW05 - Rapture of the Deep

Role: NPC
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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Communa Larva

Reported By: unknown contributor in Polyhedron 27

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:

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

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:

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

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:

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:

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 (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: 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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Corporal Smyty

Reported By: unknown contributor in GW05 - Rapture of the Deep

Role: NPC
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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Cradengeen

Reported By: James M. Ward in Polyhedron 02

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Cratical

Reported By: James M. Ward in Polyhedron 02

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Cren Tosh 'Lizard Fish'

Reported By: James Ward 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

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:

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: James Ward 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

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:

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: James Ward 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

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:

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 (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: 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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Croaker

Reported By: Zirra Scrohunter in GW05 - Rapture of the Deep

Role: Monster
Base Stock: Cane Toad

MCC Stat Block: Croaker (3d6 (10)): Init +5; atk bite x melee -1 (1d3-3); AC 16; HD 8D7 hp 32 each; MV 30' or Swim 45' ; 1d20; SV Fort -1, Ref +1, Will -1
Mutations: Displacement, Light Manipulation, Poison (Intensity 12), Stunning Force, Thought Imitation

Number Appearing: 3d6
Morale: 3
Hit Dice: HD 8D7
Armor: 6 (AC 16)
Size: Small

Movement: MV 30' or Swim 45'

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

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

Frequency: Common
Organization: A knot of Toads
Activity Cycle: Night
Diet: Insects
Habitat: Along the Gulf Coast in the southern United States and Northern Mexico, also Florida
Tech Level: 0 - 0
Artifacts: Unknown

Description:

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Crustean 'Crusty 'Uns'

Reported By: John M. Maxstadt in Dragon 98 - Ares Section June 1985 - GW2

Role: Unknown
Base Stock: Coconut Crab

MCC Stat Block: #N/A
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: 1d4+4
Hit Dice: #N/A
Armor: 6 (AC 16)
Size: Small

Movement: MV 6' or Swim 4'

Attack: #N/A

MS: 12 PS: 11
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:

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Cyber-netter

Reported By: Roger Moore in Dragon Magazine 075

Role: Robot
Base Stock: Unknown

MCC Stat Block: #N/A
Mutations: Unknown

Number Appearing: 1
Morale: More observations needed
Hit Dice: #N/A
Armor: AC: 1 (#VALUE!)
Size: Unknown

Movement: MV 23'

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: 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: Huge

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Cyborg 'Borg'

Reported By: James Ward in 3rd Edition

Role: Cyborg
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 +2, 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

Movement: MV 150' or Treads 100'

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

MS: 21 PS: 75
IN: 18 DX: 21
CH: 16 CN: 16

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

Description:

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.


Cycloptron

Reported By: Roger Moore in Dragon Magazine 075

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


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

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:

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

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:

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 (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: 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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Dabber 'Brown Beggars'

Reported By: James Ward in 0th Edition - Metamorphosis Alpha

Role: Race
Base Stock: Racoon

MCC Stat Block: Dabber 'Brown Beggars' (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

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 (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

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:

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: Paul S. Williams in Masters of the Earth Campaign: MA-2 The Town of Boze

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Darel 'Darel's Brother'

Reported By: Paul S. Williams in Masters of the Earth Campaign: MA-2 The Town of Boze

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:

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

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:

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: James Ward in 1st Edition

Role: Robot
Base Stock: Robot

MCC Stat Block: Death Machine 'Death Machine' (1): Init +12; atk see description; AC 19; HD 63D12 hp 410; MV Treads 150' or GravPods 300' ; 1d20+1d20; SV Fort +3, Ref +2, Will +0
Mutations: None

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

Movement: MV Treads 150' or GravPods 300'

Attack: See Description

MS: 10 PS: 152
IN: 14 DX: 16
CH: 16 CN: 16

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

Description:

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 GW01 - The Legion of Gold

Role: Monster
Base Stock: Grass

MCC Stat Block: Deathmoss (1): Init -2; atk see description; AC 19; HD 2D5 hp 6; NO MOVEMENT; 1d20; SV Fort -3, Ref -3, Will -3
Mutations: Berries, Sense Heightening

Number Appearing: 1
Morale: 0
Hit Dice: HD 2D5
Armor: 9 (AC 19)
Size: Medium

Movement: NO MOVEMENT

Attack: See Description

MS: 3 PS: 5
IN: 2 DX: 0
CH: 0 CN: 3

Frequency: Rare
Organization: Patch
Activity Cycle: Any
Diet: Carnvore
Habitat: Temperate or tropical forests
Tech Level: 0 - 0
Artifacts: Unknown

Description:

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

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:

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) and fiery breath +2 (1d8, 25'); 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: Unknown

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:

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Defense Attack Borg 'Borg'

Reported By: James Ward in 1st Edition

Role: Cyborg
Base Stock: Robot

MCC Stat Block: Defense Attack 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 +2, 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: Large

Movement: MV 100' or Hoverfans 60' or GravPods 200'

Attack: See Description

MS: 10 PS: 180
IN: 18 DX: 21
CH: 16 CN: 16

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

Description:

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: MA-1 The Trials

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:

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: 0
Hit Dice: HD 7D5
Armor: 4 (AC 14)
Size: Large

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:

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

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:

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

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:

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:

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

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:

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 Robot 'Rescue Bot'

Reported By: unknown contributor in 4th Edition Gamma World

Role: Robot
Base Stock: Robot

MCC Stat Block: Disaster Robot '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

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: 16 CN: 16

Frequency: Common
Organization: Programmed
Activity Cycle: Any
Diet: None
Habitat: Fire Stations
Tech Level: 6 - 7
Artifacts: None

Description:

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Dr. Frankish

Reported By: unknown contributor in GW05 - Rapture of the Deep

Role: NPC
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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Dracus 'Bat Folk'

Reported By: William Tracy in Dragon 98 - 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

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:

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 +7; atk bite melee +11 (1d30+6) and ram melee +11 (1d30+6); AC 12; HD 28D7 hp 112; MV Swim 40' ; 1d20+1d20; SV Fort +1, Ref -3, Will -2
Mutations: Gills, new body part (projectile-firing digestive system), taller, and water dependency

Number Appearing: 1d4-2
Morale: 2d4+2
Hit Dice: HD 28D7
Armor: 2 (AC 12)
Size: Huge

Movement: MV Swim 40'

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

MS: 4 PS: 61
IN: 2 DX: 2
CH: 2 CN: 13

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Drake Tribian

Reported By: unknown contributor in White Wolf: Midnight in the Mystery Garden

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:

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:

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Duster

Reported By: Paul S. Williams in Masters of the Earth Campaign: MA-2 The Town of Boze

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:

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

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:

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 GW02 - Famine in Far-Go

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

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:

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Ecobot - farm

Reported By: Ted Tschopp in Ted Tschopp

Role: Robot
Base Stock: Unknown

MCC Stat Block: #N/A
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: #N/A
Armor: 4 (AC 14)
Size: Unknown

Movement: MV 10'

Attack: #N/A

MS: More observations needed PS: 20
IN: More observations needed DX: 10
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: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Ecobot - park

Reported By: Ted Tschopp in Ted Tschopp

Role: Robot
Base Stock: Unknown

MCC Stat Block: #N/A
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: #N/A
Armor: 4 (AC 14)
Size: Unknown

Movement: MV 10'

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: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Ecology Bot - Agricultural 'Farmbot'

Reported By: James Ward in 0th Edition - Metamorphosis Alpha

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: Unknown

Movement: MV Treads 50' or Hoverfans 100'

Attack: 1d6 x Tentacles melee +8 (1d14+6)

MS: 6 PS: 120
IN: 15 DX: 15
CH: 16 CN: 16

Frequency: Common
Organization: Programmed
Activity Cycle: Any
Diet: None
Habitat: Rural
Tech Level: 5 - 7
Artifacts: None

Description:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: These Robots are common in rural areas.


Ecology Bot - Garden 'Farmbot'

Reported By: James Ward in 0th Edition - Metamorphosis Alpha

Role: Robot
Base Stock: Robot

MCC Stat Block: Ecology Bot - Garden '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: Unknown

Movement: MV Treads 50' or Hoverfans 100'

Attack: 1d6 x Tentacles melee +8 (1d14+6)

MS: 6 PS: 120
IN: 15 DX: 15
CH: 16 CN: 16

Frequency: Common
Organization: Programmed
Activity Cycle: Any
Diet: None
Habitat: Rural
Tech Level: 5 - 7
Artifacts: None

Description:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: These Robots are common in rural areas.


Ecology Bot - Timber 'Forestbot'

Reported By: James Ward in 3rd Edition

Role: Robot
Base Stock: Robot

MCC Stat Block: Ecology Bot - Timber 'Forestbot' (1): Init +13; atk paintgun +13 (1d10+3, 20) and crane arm with saw melee +16 (1d30+6); 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: Gargantuan

Movement: MV 23'

Attack: Paintgun +13 (1d10+3, 20) Paintgun +13 (1d10+3, 20)

MS: 8 PS: 1200
IN: 4 DX: 18
CH: 16 CN: 16

Frequency: Rare
Organization: Programmed
Activity Cycle: Any
Diet: None
Habitat: Forest
Tech Level: 5 - 7
Artifacts: None

Description:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Ecology Bot - Wilderness 'Rangerbot'

Reported By: James Ward in 0th Edition - Metamorphosis Alpha

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: Unknown

Movement: MV Treads 100' or Hoverfans 200'

Attack: 2 x Tentacles melee +9 (1d14+6)

MS: 6 PS: 150
IN: 15 DX: 18
CH: 16 CN: 16

Frequency: Uncommon
Organization: Programmed
Activity Cycle: Any
Diet: None
Habitat: Forest, Mountain, Wilderness
Tech Level: 5 - 7
Artifacts: None

Description:

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

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:

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

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:

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

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:

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

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:

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

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:

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Encroaches 'Them'

Reported By: John M. Maxstadt in Dragon 98 - 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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Energy Moth

Reported By: unknown contributor in Polyhedron 27

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Engineering Bot, Heavy Duty 'Heavy Construction Bot'

Reported By: James Ward in 0th Edition - Metamorphosis Alpha

Role: Robot
Base Stock: Robot

MCC Stat Block: Engineering Bot, Heavy Duty '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: Gargantuan

Movement: MV Treads 150' or GravPods 100'

Attack: 4 x Tentacles melee +13 (1d14+6)

MS: 6 PS: 150
IN: 6 DX: 11
CH: 16 CN: 16

Frequency: Uncommon
Organization: Programmed
Activity Cycle: Any
Diet: None
Habitat: Any
Tech Level: 5 - 7
Artifacts: None

Description:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Engineering Bot, Light Duty 'Light Construction Bot'

Reported By: James Ward in 0th Edition - Metamorphosis Alpha

Role: Robot
Base Stock: Robot

MCC Stat Block: Engineering Bot, Light Duty '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: Medium

Movement: MV GravPods 150'

Attack: 2d4 x Tentacles melee +7 (1d10+6)

MS: 6 PS: 100
IN: 9 DX: 13
CH: 16 CN: 16

Frequency: Uncommon
Organization: Programmed
Activity Cycle: Any
Diet: None
Habitat: Any
Tech Level: 5 - 7
Artifacts: None

Description:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Engineering Bot, Standard 'Construction Bot'

Reported By: James Ward in 0th Edition - Metamorphosis Alpha

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: 16 CN: 16

Frequency: Uncommon
Organization: Programmed
Activity Cycle: Any
Diet: None
Habitat: Any
Tech Level: 5 - 7
Artifacts: None

Description:

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

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:

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: Medium

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 (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

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:

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 (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: 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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Ert 'Stonefish'

Reported By: James Ward 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

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:

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: James Ward 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

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:

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' (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: 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:

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

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:

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.


Exterminator, Flesh

Reported By: John Man and Brian Shuler in Dragon Magazine 104

Role: Robot
Base Stock: Unknown

MCC Stat Block: Exterminator, Flesh (1): Init +9; atk see description; AC 13; HD 11D12 hp 72; MV 45' ; 1d20+1d16; SV Fort +1, Ref +3, Will +3
Mutations: Unknown

Number Appearing: 1
Morale: More observations needed
Hit Dice: HD 11D12
Armor: 3 (AC 13)
Size: Medium

Movement: MV 45'

Attack: See Description

MS: 19 PS: 23
IN: 19 DX: 18
CH: More observations needed CN: More observations needed

Frequency: Extremely Rare
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: 0 - 6
Artifacts: Unknown

Description:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Exterminator, Robotic Core

Reported By: John Man and Brian Shuler in Dragon Magazine 104

Role: Robot
Base Stock: Unknown

MCC Stat Block: Exterminator, Robotic Core (1): Init +13; atk see description; AC 11; HD 26D12 hp 169; MV 45' ; 1d20+1d20; SV Fort +0, Ref +3, Will +3
Mutations: Unknown

Number Appearing: 1
Morale: More observations needed
Hit Dice: HD 26D12
Armor: 1 (AC 11)
Size: Medium

Movement: MV 45'

Attack: See Description

MS: 19 PS: 23
IN: 19 DX: 18
CH: More observations needed CN: More observations needed

Frequency: Extremely Rare
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: 0 - 6
Artifacts: Unknown

Description:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


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:

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

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:

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

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:

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

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:

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: James Ward 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

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 (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

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:

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

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:

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: Medium

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:

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

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:

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

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:

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

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:

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: Firebugs 'The Black Plague' (2d8 (9)): Init +3; atk bite melee +6 (1d10+4) and squirt +2 (1d5, 8'); AC 16; HD 6D7 hp 24 each; MV 15' or Fly 313' ; 1d20; SV Fort +0, Ref +0, Will +0
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

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:

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Fleshin 'Flying Fish'

Reported By: James Ward 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

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:

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 Dragon 98 - Ares Section June 1985 - GW2

Role: Monster
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 45' ; 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 description), Time Suspension

Number Appearing: 2d4
Morale: 6
Hit Dice: HD 4D7
Armor: 8 (AC 18)
Size: Medium

Movement: MV Swim 45'

Attack: Ram melee +1 (1d6)

MS: 16 PS: 10
IN: 16 DX: 15
CH: 11 CN: 10

Frequency: Rare
Organization: Familial Pods
Activity Cycle: Day
Diet: Plants and Small Fish
Habitat: Ocean
Tech Level: 1 - 6
Artifacts: Unknown

Description:

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

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:

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.


Fluter

Reported By: James M. Ward in Polyhedron 03

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Flynn

Reported By: James M. Ward in Polyhedron 10

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


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:

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

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:

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

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:

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

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:

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 (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: 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:

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

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:

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

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:

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' (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: 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:

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Fungimal

Reported By: John M. Maxstadt in Dragon Magainze 085

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Gallus Gallus 5-13

Reported By: Michael Price in GW02 - Famine in Far-Go

Role: Monster - Boss
Base Stock: Chicken

MCC Stat Block: Gallus Gallus 5-13 (1d4 (2)): Init +2; atk bite melee +3 (1d4+2); AC 17; HD 4D7 hp 16 each; MV 23' ; 1d20; SV Fort -1, Ref +0, Will +0
Mutations: Heightened Brain Talent; Mental Blast; Complete Mental Block [D]; Chameleon Powers; New Body Parts; No Resistance to Poison [D]; Body Structure Change [D]

Number Appearing: 1d4
Morale: 7
Hit Dice: HD 4D7
Armor: 7 (AC 17)
Size: Medium

Movement: MV 23'

Attack: bite melee +3 (1d4+2)

MS: 11 PS: 16
IN: 16 DX: 10
CH: 13 CN: 8

Frequency: Very Rare
Organization: Flock
Activity Cycle: Day
Diet: Herbivore
Habitat: Plains, Ruins
Tech Level: 1 - 6
Artifacts: Unknown

Description:

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

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:

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

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:

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Garrel 'Sneakers'

Reported By: Douglas A. Lent in Dragon 98 - 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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Gator 'Green Hissers'

Reported By: James Ward in 0th Edition - Metamorphosis 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: Medium

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:

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:

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

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:

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 Robotoid 'Bot'

Reported By: James Ward in 0th Edition - Metamorphosis Alpha

Role: Robot
Base Stock: Robot

MCC Stat Block: General Household Robotoid 'Bot' (1d10 (5)): Init +3; atk 2 x grippers melee +4 (1d6+1) and 2 x tentacles melee +4 (1d7+1); AC 14; HD 5D12 hp 33 each; MV 23' ; 1d20; SV Fort +1, Ref +0, Will -1
Mutations: None

Number Appearing: 1d10
Morale: More observations needed
Hit Dice: HD 5D12
Armor: 4 (AC 14)
Size: Medium

Movement: MV 23'

Attack: 2 x Grippers melee +4 (1d6+1) 2 x Grippers melee +4 (1d6+1)

MS: 6 PS: 13
IN: 2 DX: 9
CH: 16 CN: 16

Frequency: Unknown
Organization: Unknown
Activity Cycle: Any
Diet: Electricty
Habitat: Ancient homes, Ruins, Wasteland
Tech Level: 4 - 6
Artifacts: Unknown

Description:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


General Robotoid 'Waiter Bots'

Reported By: Paul Reiche III in The Albuquerque Starport

Role: Robot
Base Stock: Unknown

MCC Stat Block: General Robotoid 'Waiter Bots' (1d6 (3)): Init +1; atk see description; AC 15; HD 2D12 hp 13 each; MV 15' ; 1d20; SV Fort +1, Ref +0, Will +0
Mutations: Unknown

Number Appearing: 1d6
Morale: More observations needed
Hit Dice: HD 2D12
Armor: 5 (AC 15)
Size: Medium

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: Energy
Habitat: Ruins, Restaurants
Tech Level: 3 - 6
Artifacts: Serving and Cooking instruments

Description:

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

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:

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

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:

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' (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: 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:

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: MA-1 The Trials

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:

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

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:

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 Flying White Cat

Reported By: Russ Westbrook in The Barracks Raid

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


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

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:

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

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:

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

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:

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Glow Mite

Reported By: unknown contributor in Polyhedron 27

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Glower

Reported By: Michael Price in GW02 - Famine in Far-Go

Role: Monster
Base Stock: Fungi

MCC Stat Block: Glower (1d4 (2)): Init -2; atk see description; AC 20; HD 3D5 hp 9 each; NO MOVEMENT; 1d20; SV Fort +0, Ref -3, Will -3
Mutations: Dissolving Juices; Gas Generation- sleep

Number Appearing: 1d4
Morale: 1
Hit Dice: HD 3D5
Armor: 10 (AC 20)
Size: Medium

Movement: NO MOVEMENT

Attack: See Description

MS: 0 PS: 0
IN: 2 DX: 0
CH: 0 CN: 9

Frequency: Uncommon
Organization: Patch
Activity Cycle: Any
Diet: Omnivore
Habitat: Near lakes or ponds
Tech Level: 0 - 0
Artifacts: Unknown

Description:

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Gossamer Butterfly

Reported By: unknown contributor in Polyhedron 27

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:

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

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:

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:

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Gren 'Green Man'

Reported By: James Ward 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

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 (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.


Grent

Reported By: unknown contributor in GW05 - Rapture of the Deep

Role: NPC
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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


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' (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: 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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Grillandi

Reported By: unknown contributor in GW05 - Rapture of the Deep

Role: NPC
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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Grimlock Horde (15)

Reported By: unknown contributor in Master's of the Earth Campaign: MA-5 The Savage Beast

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:

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

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:

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


Gurosh

Reported By: James M. Ward in Polyhedron 02

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:

Combat: Unobserved in Combat

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:

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' (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: 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:

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 (1): 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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Harmony Tree 'Friendlies'

Reported By: John M. Maxstadt in Dragon 98 - 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: Gargantuan

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:

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' (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: 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:

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Hawkoid 'Terrorbirds'

Reported By: James Ward in 0th Edition - Metamorphosis Alpha

Role: Pet
Base Stock: Sparrow Hawk

MCC Stat Block: Hawkoid 'Terrorbirds' (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

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 (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: Paul S. Williams in Masters of the Earth Campaign: MA-2 The Town of Boze

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Hekal and Jekal

Reported By: James M. Ward in Polyhedron 14

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:

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

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:

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

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:

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' (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: 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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Herkel 'Dead Fish'

Reported By: James Ward 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

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:

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: James Ward 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

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:

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Hisser 'Man Snakes'

Reported By: James Ward 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

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 (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 Dragon 98 - 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

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:

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: MA-1 The Trials

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:

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

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:

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: James Ward 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

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 (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' (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: 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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Hopper 'Jackalopes'

Reported By: James Ward 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

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 (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: James Ward 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

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:

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Horsy 'Sea Stallion'

Reported By: Les Braun in GW05 - Rapture of the Deep

Role: Mount
Base Stock: Big Belly Seahorses

MCC Stat Block: Horsy 'Sea Stallion' (1d6 (3)): Init +5; atk ram melee +6 (1d10+3); AC 15; HD 11D7 hp 44 each; MV Swim 45' ; 1d20+1d16; SV Fort +0, Ref -1, Will +0
Mutations: None of Note

Number Appearing: 1d6
Morale: 1d8+4
Hit Dice: HD 11D7
Armor: 5 (AC 15)
Size: Large

Movement: MV Swim 45'

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

MS: 9 PS: 19
IN: 2 DX: 8
CH: 2 CN: 9

Frequency: Rare
Organization: familial herds with an Alpha Mare and her daughter and a group of stud males and their children.
Activity Cycle: Day
Diet: Underwater Plantlife
Habitat: Temperate and Tropical Oceans
Tech Level: 0 - 0
Artifacts: Unknown

Description:

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:

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Household Robot, Rural defense model 'Bob'

Reported By: unknown contributor in GW05 - Rapture of the Deep

Role: NPC
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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Howler 'Wolf Folk'

Reported By: William Tracy in Dragon 98 - 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

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:

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' (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: 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:

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

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:

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Humbug

Reported By: John M. Maxstadt in Dragon Magainze 085

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:

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:

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

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:

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Hydragen

Reported By: Roger Moore in Dragon Magazine 075

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Hydrozoan 'Sea Medusae'

Reported By: Les Braun in GW05 - Rapture of the Deep

Role: Monster
Base Stock: Hydrozoa Jellyfish

MCC Stat Block: Hydrozoan 'Sea Medusae' (1d4 (2)): Init +10; atk 3 x tentacles melee +5 (1d4); AC 16; HD 34D7 hp 136 each; MV Swim 23' ; 1d20+1d20; SV Fort +0, Ref +0, Will +1
Mutations: Bodily control - hearing, Chameleon powers, Confusion, Contact poison sap (Intensity 17 - see below), Directional sense, Duality, Hands of power - electrical, Heightened intelligence, Heightened precision, Hostility field, Life leech, Mental shield, Mental paralysis, Regeneration, Telepathy.

Number Appearing: 1d4
Morale: 1d2+8
Hit Dice: HD 34D7
Armor: 6 (AC 16)
Size: Medium

Movement: MV Swim 23'

Attack: 3 x Tentacles melee +5 (1d4)

MS: 13 PS: 9
IN: 15 DX: 10
CH: 2 CN: 12

Frequency: Rare
Organization: Fuedal society
Activity Cycle: Day
Diet: omnivore and sometimes canibilistic of other Jellyfish
Habitat: Ocean
Tech Level: 0 - 6
Artifacts: Unknown

Description:

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' (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: 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:

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' (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: 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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Industrial Robot

Reported By: unknown contributor in 4th Edition Gamma World

Role: Robot
Base Stock: Unknown

MCC Stat Block: Industrial Robot (1): Init +2; atk claw x melee +7 (1d8+6) and 2 x 6 meter tentacles melee +7 (1d20+6); AC 20; HD 1D12 hp 7; MV 13' ; 1d20; SV Fort +4, Ref +1, Will -3
Mutations: None

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: HD 1D12
Armor: 10 (AC 20)
Size: Huge

Movement: MV 13'

Attack: Claw x melee +7 (1d8+6) Claw x melee +7 (1d8+6)

MS: More observations needed PS: 30
IN: 10 DX: 15
CH: More observations needed CN: More observations needed

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

Description:

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' (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: 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:

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: Inslith 'Black Snake' (1d2 (1)): Init +4; atk bite melee -1 (1d3-2) and acid spit +3 (1d14+2, 40'); AC 10; HD 4D7 hp 16; MV 23' ; 1d20; SV Fort +0, Ref +2, Will -2
Mutations: (P) Acid Venom (see below)

Number Appearing: 1d2
Morale: 8
Hit Dice: HD 4D7
Armor: 0 (AC 10)
Size: Large

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 (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


Intensity Beetle

Reported By: unknown contributor in Polyhedron 27

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:

Combat: Unobserved in Combat

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' (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: 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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Itchy

Reported By: Paul S. Williams in Masters of the Earth Campaign: MA-2 The Town of Boze

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Itchy's Horse

Reported By: Paul S. Williams in Masters of the Earth Campaign: MA-2 The Town of Boze

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Itchy's Other Horse

Reported By: Paul S. Williams in Masters of the Earth Campaign: MA-2 The Town of Boze

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:

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: MA-1 The Trials

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Jaget 'Savannah Cats'

Reported By: James Ward in 0th Edition - Metamorphosis 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

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 (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.


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

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:

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

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:

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

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:

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 Dragon 98 - 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

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:

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

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:

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

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:

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

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:

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 (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: 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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Juggernaut 'Rampants'

Reported By: John M. Maxstadt in Dragon 98 - 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

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:

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) and 2 x fangs 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: Gargantuan

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:

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.


Jungle Lurker

Reported By: John M. Maxstadt in Dragon Magainze 085

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Juog 'Grey Ape'

Reported By: Kim Eastland in GW09 Module

Role: Unknown
Base Stock: Ape

MCC Stat Block: Juog 'Grey Ape' (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: 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:

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:

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

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:

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Kai Lin 'Lizard Bushes'

Reported By: James Ward 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

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:

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Kal Thompson

Reported By: unknown contributor in GW05 - Rapture of the Deep

Role: NPC
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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Kamodo 'Thunder Lizard'

Reported By: James Ward 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

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:

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 GW01 - The Legion of Gold

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

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 (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: James Ward 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

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:

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Kep 'Sand Devils'

Reported By: James Ward 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:

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' (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: 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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Killer Kelp

Reported By: Les Braun in GW05 - Rapture of the Deep

Role: Monster
Base Stock: Kelp forests

MCC Stat Block: Killer Kelp (1d10 (5)): Init +1; atk see description; AC 18; HD 8D5 hp 24 each; NO MOVEMENT; 1d20; SV Fort +1, Ref -3, Will -3
Mutations: Spore Cloud, Dissolving Juices, Sonic Blast

Number Appearing: 1d10
Morale: NA
Hit Dice: HD 8D5
Armor: 8 (AC 18)
Size: Gargantuain

Movement: NO MOVEMENT

Attack: See Description

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

Frequency: Common
Organization: Forest
Activity Cycle: Unknown
Diet: Omnivore
Habitat: Costal Oceans
Tech Level: 0 - 0
Artifacts: Unknown

Description:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


KillerRobot

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

Role: Robot
Base Stock: Unknown

MCC Stat Block: KillerRobot (1): Init -3; atk see description; AC 10; HD 1D12 hp 7; NO MOVEMENT; 1d20; SV Fort +0, 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:

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

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:

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Kooda

Reported By: Zirra Scrohunter in GW05 - Rapture of the Deep

Role: Monster
Base Stock: Great Barracua

MCC Stat Block: Kooda (2d6 (7)): Init +10; atk bite melee +6 (1d16+1); AC 17; HD 23D7 hp 92 each; MV Swim 56' ; 1d20+1d20; SV Fort +1, Ref +0, Will -3
Mutations: Taller, Chameleon Powers, Speed Increase (Improved)

Number Appearing: 2d6
Morale: 2d4+1
Hit Dice: HD 23D7
Armor: 7 (AC 17)
Size: Large

Movement: MV Swim 56'

Attack: bite melee +6 (1d16+1)

MS: 2 PS: 14
IN: 2 DX: 10
CH: 2 CN: 15

Frequency: Uncommon
Organization: A Battery of Kooda
Activity Cycle: Day
Diet: Fish, Squid, Shrimp, and it is know to attack humanoids
Habitat: Occurring worldwide in near shore tropical and subtropical seas (30N - 30S), common in the western Atlantic Ocean from Massachusetts (U.S.) to Brazil. It is also found in the Gulf of Mexico and the Caribbean Sea as well as the eastern Atlantic Ocean, Indo-Pacific, and the Red Sea. It is rare or absent in areas of the eastern Pacific Ocean.
Tech Level: 0 - 0
Artifacts: Unknown

Description:

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

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:

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

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:

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: Douglas Lent 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: Medium

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:

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:

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: MA-1 The Trials

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:

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:

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' (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: 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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Lampor

Reported By: unknown contributor in Polyhedron 144

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:

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

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:

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

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:

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

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:

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

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:

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 GW01 - The Legion of Gold

Role: Monster
Base Stock: Catfish

MCC Stat Block: Letharp (1): Init +9; atk see description; AC 14; HD 48D7 hp 192; MV Swim 45' ; 1d20+1d20; SV Fort +0, Ref -1, Will +0
Mutations: Chameleon powers

Number Appearing: 1
Morale: 8
Hit Dice: HD 48D7
Armor: 4 (AC 14)
Size: Huge

Movement: MV Swim 45'

Attack: See Description

MS: 9 PS: 12
IN: 2 DX: 7
CH: 2 CN: 12

Frequency: Very Rare
Organization: Solitary
Activity Cycle: Any
Diet: Underground Nutrients
Habitat: Freshwater Lakes and Ponds
Tech Level: 0 - 0
Artifacts: Unknown

Description:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Lieutenant Kulebra

Reported By: unknown contributor in GW05 - Rapture of the Deep

Role: NPC
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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Life Leech

Reported By: unknown contributor in Polyhedron 27

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:

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

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 (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

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:

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Lobsterfish

Reported By: Mars in GW05 - Rapture of the Deep

Role: Monster
Base Stock: Sea Bass

MCC Stat Block: Lobsterfish (1d10 (5)): Init +2; atk bite x melee -2 (1d3-3); AC 17; HD 4D7 hp 16 each; MV 15' or Swim 10' ; 1d20; SV Fort -2, Ref +0, Will -3
Mutations: None of Note

Number Appearing: 1d10
Morale: 1d4
Hit Dice: HD 4D7
Armor: 7 (AC 17)
Size: Small

Movement: MV 15' or Swim 10'

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

MS: 3 PS: 3
IN: 1 DX: 10
CH: 2 CN: 5

Frequency: Common
Organization: A School of Lobsterfish
Activity Cycle: Day
Diet: Smaller fish, plants,
Habitat: Ocean
Tech Level: 0 - 0
Artifacts: Unknown

Description:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Locomotive Control Bot 'Locobot'

Reported By: Franklin Coppersmith in There will be War

Role: Robot
Base Stock: Unknown

MCC Stat Block: #N/A
Mutations: Unknown

Number Appearing: 1
Morale: More observations needed
Hit Dice: #N/A
Armor: 15 (AC 25)
Size: Unknown

Movement: MV 25'

Attack: See Description

MS: More observations needed PS: 15
IN: More observations needed DX: 15
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: 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: Locus 'Giant Locus' (2d20+8 (29)): Init +0; atk bite melee (1d3-1) and 1d4+1 x spines (1d6-1, 20'); AC 12; HD 2D7 hp 8 each; MV 15' or Fly 15' ; 1d20; SV Fort -1, Ref -1, Will -1
Mutations: Heightened Intelligence; Regeneration; Quills/Spines

Number Appearing: 2d20+8
Morale: 7
Hit Dice: HD 2D7
Armor: 2 (AC 12)
Size: Small

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:

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: MA-1 The Trials

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Longhorn

Reported By: unknown contributor in White Wolf: Midnight in the Mystery Garden

Role: NPC
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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Loo Pur 'Grey Shadow'

Reported By: Michael Price & Garry Spiegle in GW03 - The Cleansing War of Garik Blackhand

Role: Monster
Base Stock: Timber Wolf

MCC Stat Block: Loo Pur 'Grey Shadow' (3d6 (10)): Init +2; atk claw melee +1 (1d12) and bite melee +1 (1d12); AC 17; HD 3D7 hp 12 each; MV 30' ; 1d20; SV Fort +1, Ref +0, Will -1
Mutations: Chameleon Powers; Energy Sensitivity; Multiple Body Parts; Sonic Attack; Temporal Fugue

Number Appearing: 3d6
Morale: 4
Hit Dice: HD 3D7
Armor: 7 (AC 17)
Size: Large

Movement: MV 30'

Attack: Claw melee +1 (1d12) Claw melee +1 (1d12)

MS: 7 PS: 10
IN: 14 DX: 10
CH: 5 CN: 13

Frequency: Uncommon
Organization: Pack
Activity Cycle: Any
Diet: Carnivore
Habitat: Temperate and Sub-arctic forests
Tech Level: 0 - 6
Artifacts: Unknown

Description:

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

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:

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: Paul S. Williams in Masters of the Earth Campaign: MA-2 The Town of Boze

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Lukalukas 'Gobblers'

Reported By: John M. Maxstadt 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

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:

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

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:

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) and 2 x darts +3 (1d8+1, 30'); 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

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:

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

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:

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 White Wolf: Midnight in the Mystery Garden

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Maali

Reported By: Michael Price in GW02 - Famine in Far-Go

Role: Monster
Base Stock: Moose

MCC Stat Block: Maali (1): Init +3; atk antler melee +4 (1d16+2) and 2 x claws melee +4 (1d6+2); AC 16; HD 8D7 hp 32; MV 15' ; 1d20; SV Fort +0, Ref -1, Will +2
Mutations: Dual Brain; Force Field Generation; Illusion Generation; Weather Manipulation; Displacement; Epilepsy [D]; Sonic Blast; Bodily Control

Number Appearing: 1
Morale: 9
Hit Dice: HD 8D7
Armor: 6 (AC 16)
Size: Large

Movement: MV 15'

Attack: Antler melee +4 (1d16+2) Antler melee +4 (1d16+2)

MS: 16 PS: 17
IN: 10 DX: 6
CH: 4 CN: 11

Frequency: Rare
Organization: Solitary
Activity Cycle: Day
Diet: Herbivore
Habitat: Temperate Woodlands
Tech Level: 0 - 6
Artifacts: Unknown

Description:

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

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:

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

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:

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.


Major Kan-Trell

Reported By: unknown contributor in GW05 - Rapture of the Deep

Role: NPC
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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Major Konnar

Reported By: unknown contributor in GW05 - Rapture of the Deep

Role: NPC
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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


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:

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:

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:

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:

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:

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Mantis 'Green Renders'

Reported By: James Ward 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

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:

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

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:

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:

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 Dragon 98 - 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

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:

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 (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: 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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Medical Robotoid 'Medbot'

Reported By: James Ward in 0th Edition - Metamorphosis Alpha

Role: Robot
Base Stock: Robot

MCC Stat Block: Medical Robotoid '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: 16 CN: 16

Frequency: Rare
Organization: Programmed
Activity Cycle: Any
Diet: None
Habitat: Unknown
Tech Level: 6 - 7
Artifacts: Unknown

Description:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Medicant

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Mediterranean

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Menarl 'Slime Devils'

Reported By: James Ward in 1st Edition

Role: Race
Base Stock: Watersnake

MCC Stat Block: Menarl 'Slime Devils' (1d4 (2)): Init +4; atk weapon melee +8 (1d8+6) and squeeze melee +8 (1d8+6); AC 14; HD 8D7 hp 32 each; MV 10' or Swim 40' ; 1d20; SV Fort +0, Ref +0, Will +0
Mutations: (P) Heightened Strength

Number Appearing: 1d4
Morale: 13
Hit Dice: HD 8D7
Armor: 4 (AC 14)
Size: Gargantuan

Movement: MV 10' or Swim 40'

Attack: Weapon melee +8 (1d8+6) Weapon melee +8 (1d8+6)

MS: 12 PS: 40
IN: 10 DX: 12
CH: 3 CN: 12

Frequency: Rare
Organization: Solitary
Activity Cycle: Day
Diet: Carnivore
Habitat: Temperate / Tropical swamps, Rivers
Tech Level: 1 - 6
Artifacts: U

Description:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Menarls are friendly towards humanoids and PSH. They can be taught to use simple items on request, but without training they will only use simple weapons. In the wild they prey on water birds and the presence of any sort of bird will send them into a frenzy.


Mentus

Reported By: Kim Eastland in GW08 Module

Role: NPC
Base Stock: Human

MCC Stat Block: Mentus (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: 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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Mer-kind

Reported By: Les Braun in GW05 - Rapture of the Deep

Role: Race
Base Stock: Human

MCC Stat Block: Mer-kind (2d6 (7)): Init +9; atk see description; AC 17; HD 16D8 hp 72 each; MV Swim 30' ; 1d20+1d20; SV Fort +1, Ref +1, Will +1
Mutations: Empathy, Heightened balance, Intuition, Repelling force.

Number Appearing: 2d6
Morale: 1d8+4
Hit Dice: HD 16D8
Armor: 7 (AC 17)
Size: Medium

Movement: MV Swim 30'

Attack: See Description

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

Frequency: Uncommon
Organization: Small underground community
Activity Cycle: Day
Diet: Omnivore
Habitat: Oceans
Tech Level: 1 - 6
Artifacts: Unknown

Description:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Metal Microbe

Reported By: unknown contributor in Polyhedron 27

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Metrovore Swarm

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Microreebdor

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Mimic

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Mimic Plant

Reported By: Phil Taterczynski in GW04 - The Mind Masters

Role: Monster
Base Stock: Orchid

MCC Stat Block: Mimic Plant (1d10 (5)): Init +3; atk see description; AC 13; HD 5D5 hp 15 each; NO MOVEMENT; 1d20; SV Fort +2, Ref +0, Will -2
Mutations: Allurement; Beguiling; Adaptive Enzyme (see New Mutations)

Number Appearing: 1d10
Morale: 6
Hit Dice: HD 5D5
Armor: 3 (AC 13)
Size: Medium

Movement: NO MOVEMENT

Attack: See Description

MS: 5 PS: 14
IN: 2 DX: 11
CH: 2 CN: 16

Frequency: Very Rare
Organization: Patch
Activity Cycle: Day
Diet: Carnivore
Habitat: near ponds and lakes
Tech Level: 0 - 0
Artifacts: Unknown

Description:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


MindaRay

Reported By: BK "Death_Machine_2416" in GW05 - Rapture of the Deep

Role: Monster
Base Stock: Coral Reef

MCC Stat Block: MindaRay (1d4 (2)): Init +2; atk see description; AC 19; HD 4D7 hp 16 each; MV Swim 20' ; 1d20; SV Fort +0, Ref +0, Will +4
Mutations: See Description

Number Appearing: 1d4
Morale: 1d8+4
Hit Dice: HD 4D7
Armor: 9 (AC 19)
Size: Small

Movement: MV Swim 20'

Attack: See Description

MS: 21 PS: 3
IN: 3 DX: 9
CH: 2 CN: 10

Frequency: Rare
Organization: Coral Reefs
Activity Cycle: Any
Diet: Symbiot
Habitat: Oceans
Tech Level: 0 - 2
Artifacts: Unknown

Description:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Mingos

Reported By: Les Braun in GW05 - Rapture of the Deep

Role: Monster
Base Stock: Flamingo

MCC Stat Block: Mingos (1d20 (10)): Init +4; atk beak melee +3 (1d12+1); AC 18; HD 5D7 hp 20 each; MV 19' or Swim 19' ; 1d20; SV Fort +0, Ref +1, Will +0
Mutations: Gills, Sonar

Number Appearing: 1d20
Morale: 1d6+2
Hit Dice: HD 5D7
Armor: 8 (AC 18)
Size: Small

Movement: MV 19' or Swim 19'

Attack: Beak melee +3 (1d12+1)

MS: 11 PS: 13
IN: 9 DX: 15
CH: 6 CN: 10

Frequency: Uncommon
Organization: Flocks
Activity Cycle: Day
Diet: Omnivore
Habitat: Coastal regions of the ocean out
Tech Level: 0 - 0
Artifacts: Unknown

Description:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Miniature Animal, Medium

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Miniature Animal, Tiny

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Miniji

Reported By: Paul S. Williams in Masters of the Earth Campaign: MA-2 The Town of Boze

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Miracle Goo

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Mississippi Brainhound

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Mist Spider

Reported By: unknown contributor in Polyhedron 27

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Moklas 'Baby Bronts'

Reported By: Randy D, Johns in Dragon Magazine 108

Role: Dinosaur
Base Stock: Apatosaurus (brontosaurus)

MCC Stat Block: Moklas 'Baby Bronts' (1d4 (2)): Init +10; atk bite melee +11 (1d12+6) and tail slap melee +11 (1d30+6) and foot stomp melee +11 (1d30+6); AC 11; HD 17D7 hp 68 each; MV 90' or Swim 45' ; 1d20+1d20; SV Fort +2, Ref +1, Will -3
Mutations: Hands of power (electrical, improved), new body parts (flippers, carnivorous digestive system, tentacles on back), physical reflection (electrical), and radar/sonar

Number Appearing: 1d4
Morale: 6
Hit Dice: HD 17D7
Armor: 1 (AC 11)
Size: Huge

Movement: MV 90' or Swim 45'

Attack: Bite melee +11 (1d12+6) Bite melee +11 (1d12+6)

MS: 2 PS: 112
IN: 2 DX: 13
CH: 2 CN: 17

Frequency: Very Rare
Organization: Pod
Activity Cycle: Day
Diet: Plants of all types / Fish and marine animals, including sea-going humanoids
Habitat: Warm lakes and rivers / Warm seas and large lakes
Tech Level: 0 - 0
Artifacts: Unknown

Description:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Moklas 'Sea Devils'

Reported By: Randy D, Johns in Dragon Magazine 108

Role: Mutant Dinosaur
Base Stock: Apatosaurus (brontosaurus)

MCC Stat Block: Moklas 'Sea Devils' (1d4-2 (0)): Init +9; atk bite melee +10 (1d30+6) and 2 x tentacle constriction melee +10 (1d16+6) and tail slap melee +10 (1d30+6); AC 11; HD 15D7 hp 60; MV 90' or Swim 45' ; 1d20+1d20; SV Fort +1, Ref +1, Will -2
Mutations: None / Hands of power (electrical, improved), new body parts (flippers, carnivorous digestive system, tentacles on back), physical reflection (electrical), and radar/sonar

Number Appearing: 1d4-2
Morale: 6
Hit Dice: HD 15D7
Armor: 1 (AC 11)
Size: Huge

Movement: MV 90' or Swim 45'

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

MS: 4 PS: 97
IN: 2 DX: 13
CH: 2 CN: 15

Frequency: Very Rare
Organization: Pod
Activity Cycle: Day
Diet: Plants of all types / Fish and marine animals, including sea-going humanoids
Habitat: Warm lakes and rivers / Warm seas and large lakes
Tech Level: 0 - 0
Artifacts: Unknown

Description:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Mollin

Reported By: unknown contributor in 6th Edition

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Molnangs 'Death Snails'

Reported By: John M. Maxstadt in Dragon Magazine 126

Role: Monster
Base Stock: Garden Snail

MCC Stat Block: Molnangs 'Death Snails' (1d4-1 (1)): Init +3; atk see description; AC 11; HD 9D7 hp 36; MV 10' ; 1d20+1d14; SV Fort +2, Ref -2, Will +1
Mutations: (P) Deathray (Special), Acid Secretion (Special), Deathfield Generation, Plysical Reflection (Greatly Improved) and Taller

Number Appearing: 1d4-1
Morale: 2
Hit Dice: HD 9D7
Armor: 1 (AC 11)
Size: Large

Movement: MV 10'

Attack: See Description

MS: 13 PS: 41
IN: 1 DX: 5
CH: 1 CN: 16

Frequency: Rare
Organization: Unknown
Activity Cycle: Day
Diet: Plants and Animals of all kings
Habitat: Temperate forests
Tech Level: 0 - 0
Artifacts: Unknown

Description:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Mountain Men 'Squatches'

Reported By: Randy Johns in Dragon 98 - Ares Section June 1985 - GW2

Role: Unknown
Base Stock: Unclassified Hominid Species

MCC Stat Block: Mountain Men 'Squatches' (1d6 (3)): Init +4; atk 2 x fists melee +4 (1d6+2) and bite melee +4 (1d8+2); AC 16; HD 8D5 hp 24 each; MV 45' ; 1d20; SV Fort +1, Ref +0, Will -1
Mutations: Heightened strength, intuition

Number Appearing: 1d6
Morale: 6
Hit Dice: HD 8D5
Armor: 6 (AC 16)
Size: Medium

Movement: MV 45'

Attack: 2 x Fists melee +4 (1d6+2) 2 x Fists melee +4 (1d6+2)

MS: 7 PS: 16
IN: 11 DX: 11
CH: 3 CN: 14

Frequency: Very Rare
Organization: Nomadic Clan/Family
Activity Cycle: Day
Diet: Fruits, Berries, roots, various mammals
Habitat: Rocky Mountains of North America
Tech Level: 1 - 2
Artifacts: Possessions

Description:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Mught 'Gas Cloud'

Reported By: Kim Eastland in GW08 Module

Role: Monster
Base Stock: Unknown

MCC Stat Block: Mught 'Gas Cloud' (1d2 (1)): Init +1; atk see description; AC 30; HD 2D5 hp 6; MV Fly 45' ; 1d20; SV Fort -3, Ref +0, Will -3
Mutations: Special

Number Appearing: 1d2
Morale: 13
Hit Dice: HD 2D5
Armor: 20 (AC 30)
Size: Variable

Movement: MV Fly 45'

Attack: See Description

MS: 3 PS: 3
IN: 10 DX: 12
CH: 0 CN: 2

Frequency: Extremely Rare
Organization: Positive and Negative Pair
Activity Cycle: Any
Diet: Electricity
Habitat: Ruins and places where electricity is stored, collected, or charged.
Tech Level: 0 - 0
Artifacts: Unknown

Description:

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: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Muse Device

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Mut Choo 'Gas Plant'

Reported By: Kim Eastland in GW06 Module

Role: Unknown
Base Stock: Dandelion

MCC Stat Block: Mut Choo 'Gas Plant' (1d4 (2)): Init +3; atk 4 x throwing thorns +1 (1d6-1, 25') and 3 x barbed vines melee +1 (1d4-1); AC 11; HD 7D5 hp 21 each; MV Fly 10' ; 1d20; SV Fort +0, Ref -1, Will -1
Mutations: (P) Increased Sense - Sight/Smell/Hearing; Flight- Gas Bags

Number Appearing: 1d4
Morale: 2
Hit Dice: HD 7D5
Armor: 1 (AC 11)
Size: Large

Movement: MV Fly 10'

Attack: 4 x Throwing thorns +1 (1d6-1, 25') 4 x Throwing thorns +1 (1d6-1, 25')

MS: 7 PS: 8
IN: 8 DX: 6
CH: 4 CN: 10

Frequency: Rare
Organization: Unknown
Activity Cycle: Unknown
Diet: Carnivore
Habitat: Forests, Swamps, Wetlands, Underground caves, Ruins
Tech Level: 0 - 0
Artifacts: Unknown

Description:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: This gas is especially susceptible to fire, flaming weapons, heat, lasers, pyrokinesis, etc. If more than 10 points of this kind of damage are sustained in a single turn, the mut choo explodes, causing 1d10 points of damage to all within 7m. Mut choo prefer to live in areas like jungles, forests, swamp lands, and other locales with overhanging vegetation. They are sometimes found in caves or ancient ruins.


Mutated Bears

Reported By: Paul Kenney in Mud Glat Walker

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Mutated Chuckwalla

Reported By: Paul Reiche III in The Albuquerque Starport

Role: Monster
Base Stock: Unknown

MCC Stat Block: Mutated Chuckwalla (1d2 (1)): Init +4; atk bite melee +2 (1d6); AC 14; HD 6D7 hp 24; MV 23' or Burrow 5' ; 1d20; SV Fort +1, Ref +1, Will +0
Mutations: (P) heightened intelligence, and symbiotic attachment (M) reflection

Number Appearing: 1d2
Morale: More observations needed
Hit Dice: HD 6D7
Armor: 4 (AC 14)
Size: Small

Movement: MV 23' or Burrow 5'

Attack: Bite melee +2 (1d6)

MS: 11 PS: 11
IN: 14 DX: 14
CH: 8 CN: 15

Frequency: Very Rare
Organization: Mated Pairs
Activity Cycle: Daytime
Diet: Carnivore
Habitat: Unknown
Tech Level: 0 - 2
Artifacts: Unknown

Description:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Mutated Houseplant

Reported By: Paul Reiche III in The Albuquerque Starport

Role: Monster
Base Stock: Unknown

MCC Stat Block: Mutated Houseplant (1d8 (4)): Init +9; atk 8 x thirty foot long vines melee +5 (1d16); AC 13; HD 15D5 hp 45 each; NO MOVEMENT; 1d20+1d20; SV Fort +1, Ref +1, Will +0
Mutations: Unknown

Number Appearing: 1d8
Morale: More observations needed
Hit Dice: HD 15D5
Armor: 3 (AC 13)
Size: Huge

Movement: NO MOVEMENT

Attack: 8 x Thirty foot long vines melee +5 (1d16)

MS: 11 PS: 11
IN: 11 DX: 13
CH: 6 CN: 14

Frequency: Unique
Organization: Solitary
Activity Cycle: Daytime
Diet: Carnivore
Habitat: Unknown
Tech Level: 0 - 0
Artifacts: Unknown

Description:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: When characters open the door to this room they will be attacked immediately by the monster's eight constricting vines. Each limb will take 10 points of damage before being severed. When four or more vines have been severed, the mutant plant will start flinging explosive seed pods at the party. Each pod may be thrown up to 20 meters, exploding on contact for 5d6 points of damage in a two-meter radius. The plant has only 10 pods.


Mutated Raccoons

Reported By: Paul Kenney in Mud Glat Walker

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Mutated Rat

Reported By: Paul Reiche III in The Albuquerque Starport

Role: Monster
Base Stock: Rats

MCC Stat Block: Mutated Rat (10d5 (30)): Init +1; atk bite melee (1d3-1); AC 12; HD 1D7 hp 4 each; MV 8' ; 1d20; SV Fort -2, Ref +0, Will -1
Mutations: (P) light wave manipulation and electric generation

Number Appearing: 10d5
Morale: More observations needed
Hit Dice: HD 1D7
Armor: 2 (AC 12)
Size: Tiny

Movement: MV 8'

Attack: Bite melee (1d3-1)

MS: 6 PS: 6
IN: 6 DX: 11
CH: 6 CN: 5

Frequency: Common
Organization: Rat Pack
Activity Cycle: Nighttime
Diet: Omnivore
Habitat: Unknown
Tech Level: 0 - 0
Artifacts: Unknown

Description:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: When half their number is defeated, they will use their light wave manipulation to become invisible.


Mutated Scorpion

Reported By: Paul Reiche III in The Albuquerque Starport

Role: Monster
Base Stock: Scorpions

MCC Stat Block: Mutated Scorpion (1d2 (1)): Init +5; atk 2 x pincers melee +3 (1d12+1) and sting melee +3 (1d6+1); AC 17; HD 8D7 hp 32; MV 30' ; 1d20; SV Fort +1, Ref +1, Will +0
Mutations: (P) Increased Size, Increased Speed

Number Appearing: 1d2
Morale: More observations needed
Hit Dice: HD 8D7
Armor: 7 (AC 17)
Size: Large

Movement: MV 30'

Attack: 2 x Pincers melee +3 (1d12+1) 2 x Pincers melee +3 (1d12+1)

MS: 11 PS: 14
IN: 11 DX: 13
CH: 6 CN: 14

Frequency: Common
Organization: Mated Pairs
Activity Cycle: Nighttime
Diet: Carnivore
Habitat: Unknown
Tech Level: 0 - 0
Artifacts: Unknown

Description:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Stinger has Poison of DC 14


Mutha 'Land Worm'

Reported By: unknown contributor in MM2

Role: Monster
Base Stock: Earthworm

MCC Stat Block: Mutha 'Land Worm' (1): Init +10; atk bite melee +11 (1d30+6) and stinger melee +11 (1d16+6) and crush melee +11 (1d30+6); AC 30; HD 54D7 hp 216; MV 8' ; 1d20+1d20; SV Fort +6, Ref +0, Will +1
Mutations: Anti-Life Leech; Heightened Sense (touch); Immune to Physical Attacks/Fire/Cold/Poison; Poison (stinger into 8/paralytic), Phobia [D] (water)

Number Appearing: 1
Morale: 10
Hit Dice: HD 54D7
Armor: 20 (AC 30)
Size: Gargantuan

Movement: MV 8'

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

MS: 14 PS: 41
IN: 2 DX: 9
CH: 1 CN: 42

Frequency: Very Rare
Organization: Solitary
Activity Cycle: Unknown
Diet: Omnivore
Habitat: Deep in the soil and bedrock
Tech Level: 0 - 0
Artifacts: Unknown

Description:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: When a starving worm senses movement of a large object above it, it will burst out of the ground to discover if the object is eatable. If it is the worm will bite or use its mass to crush the prey. There is a 15% chance it will leave the soil totally and use its stinger. Note that they are mentally weak and can be tricked or controlled easily.The only reason there are not more worms is that cannibalism is common and food (soil organic matter) is rare down deep. They fear water because they can not swim and will drown quickly if submerged.


N'Yark

Reported By: Kim Eastland in GW08 Module

Role: NPC
Base Stock: Human

MCC Stat Block: N'Yark (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: 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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


N'thlai 'Strange Ones'

Reported By: Kim Eastland in GW06 Module

Role: Race
Base Stock: Moth

MCC Stat Block: N'thlai 'Strange Ones' (1d10 (5)): Init +8; atk 3 x tentacle slap melee +4 (1d3); AC 16; HD 15D5 hp 45 each; MV 60' ; 1d20+1d20; SV Fort +0, Ref +0, Will +2
Mutations: Roll a D10. On the result of a 1, roll twice on the following table. Otherwise roll once.1=Beguiling; 2 = Confusion; 3=Epathy; 4=Fear Generation; 5=Genius Capability; 6=Intuition; 7=Leitation; 8=Mental Blast;9=Mental. Control; 10=Pyrokinesis

Number Appearing: 1d10
Morale: 8
Hit Dice: HD 15D5
Armor: 6 (AC 16)
Size: Medium

Movement: MV 60'

Attack: 3 x Tentacle Slap melee +4 (1d3)

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

Frequency: Very Rare
Organization: Commune
Activity Cycle: Any
Diet: Herbivore
Habitat: Any non arctic or Subarctic
Tech Level: 2 - 4
Artifacts: (few)

Description:

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.


N-Falcon

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Naomi

Reported By: Paul S. Williams in Master's of the Earth Campaign: MA-1 The Trials

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Narl Ep 'Ghost Trees'

Reported By: James Ward in 1st Edition

Role: Monster
Base Stock: White Swamp Oak

MCC Stat Block: Narl Ep 'Ghost Trees' (1d8 (4)): Init +7; atk 8 x roots melee +13 (1d10+6); AC 17; HD 23D5 hp 69 each; NO MOVEMENT; 1d20+1d20; SV Fort +0, Ref -3, Will -3
Mutations: (P) Seed Mobility, Modified Roots

Number Appearing: 1d8
Morale: 12
Hit Dice: HD 23D5
Armor: 7 (AC 17)
Size: Gargantuan

Movement: NO MOVEMENT

Attack: 8 x Roots melee +13 (1d10+6)

MS: 2 PS: 125
IN: 2 DX: 1
CH: 1 CN: 10

Frequency: Rare
Organization: Solitary
Activity Cycle: Day
Diet: Omnivore
Habitat: Any Marsh, Lakes, Ponds
Tech Level: 0 - 0
Artifacts: Z

Description:

Combat: Narl ep's whip-like branches are prehensile and sensitive to heat and movement. They attack anything that attempts to harm the tree, otherwise remaining motionless. The slain bodies of would-be predators serve as additional fertilizer for the tree, and their bones are sometimes found stuck among its roots (adding the the narl ep's fearsome reputation).

Society: Narl eps are always found close to water and local races quickly learn to leave them alone. This isn't difficult since the wood and bark of a narl ep is no more useful than that of any other tree. The only thing of value about them is their seeds. In late summer, the narp ep thrashes its branches to fling its many seed pods to the wind. When completely ripe, the pods burst open with a sonic blast, scatting a number of seeds to the wind. Since a sharp blow will crack a pod, some try to harvest narl ep seed pods for use as crude grenades.

Behavior: The narl eps network of roots extend out 30 meters around the trunk. They float on the water and lay on the mud until disturbed. When they are disturbed, they will leap into the air and attack their prey. In the spring, these roots will be covered with seedpods, which they will fling away from the tree. Once the husk around the seed rots away, the pod will burst with a sonic blast that will blast the seeds away from the pod up to 10 meters. Anyone caught in the blast will be hit for 6 points of damage. Pods can be found up to 120 meters from their tree. While they are not rotten, they can be picked up and taken to be used as natural grenades.


Necrophage

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


NeepNeep 'Tech Bane'

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Nep Ep 'Death Trees'

Reported By: Kim Eastland in GW06 Module

Role: Unknown
Base Stock: Pine Tree

MCC Stat Block: Nep Ep 'Death Trees' (1d2 (1)): Init +8; atk electrical discharge +5 (1d7, 10'); AC 16; HD 16D5 hp 48; NO MOVEMENT; 1d20+1d20; SV Fort +0, Ref +0, Will -3
Mutations: (P) Adaptation; Modified Roots- Squeeze; Modified Branches- Electrical Discharge (see below); Contact Poison Sap; Aromatic Powers

Number Appearing: 1d2
Morale: 6
Hit Dice: HD 16D5
Armor: 6 (AC 16)
Size: Large

Movement: NO MOVEMENT

Attack: Electrical Discharge +5 (1d7, 10')

MS: 3 PS: 13
IN: 2 DX: 11
CH: 2 CN: 9

Frequency: Very Rare
Organization: Unknown
Activity Cycle: Unknown
Diet: Nutrition from the Soil
Habitat: Forests
Tech Level: 0 - 0
Artifacts: Unknown

Description:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: The tree can absorb and store electricity over a period of time (electrical storms, etc.) then release it when desired. This electrical discharge has a range of 3m from the tree's branches (5m from the trunk) and cause 4d10 points of base damage depending on the size of the tree (GM's decision). The nep ep also has unique boring tendrils that only activate from the roots when and item with a lot of energy is dropped or left under the tree. The tree senses this power and bores up under and through the item, draining it of its energy. Therefore, there are usually some items of an electrical short under the tree, usually buried beneath the fallen needles. The GM should determine these items randomly; the number of items found is 1d6. There is only a 25% chance any item is in useable shape, it will have a small hole bored into it and will always be drained of all power. Even those items beyond repair may still be scavenged for parts or as curiosities.


NewFlesh

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Nik'toth

Reported By: Bruce Nesmith in GW07 Module

Role: NPC
Base Stock: Unknown

MCC Stat Block: Nik'toth (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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Niregs 'Killer Turtles'

Reported By: unknown contributor in Dragon Magazine 108

Role: Mount / Beast of Burden
Base Stock: Snapping Turtle

MCC Stat Block: Niregs 'Killer Turtles' (1d4 (2)): Init +10; atk 2 x bites melee +6 (1d16+1) and 2 x claws melee +6 (1d6+1); AC 12; HD 33D7 hp 132 each; MV 19' ; 1d20+1d20; SV Fort +1, Ref +0, Will +0
Mutations: Dual brain, mental shield (in each brain), military genius (left brain only), multiple body parts (two heads, eight legs), sonic blast (improved; both heads), and telepathy (right brain only)

Number Appearing: 1d4
Morale: 1d6+1
Hit Dice: HD 33D7
Armor: 2 (AC 12)
Size: Large

Movement: MV 19'

Attack: 2 x Bites melee +6 (1d16+1) 2 x Bites melee +6 (1d16+1)

MS: 9 PS: 14
IN: 9 DX: 10
CH: 7 CN: 15

Frequency: Unknown
Organization: Mated family
Activity Cycle: Day
Diet: Small animals and insects
Habitat: Temperate Swamps and Forests
Tech Level: 0 - 0
Artifacts: Unknown

Description:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Nitrodjinn

Reported By: Roger Moore in Dragon Magazine 075

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Noctate

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Nog l'Xon 'Grey Living Mold'

Reported By: Kim Eastland in GW08 Module

Role: Mold
Base Stock: Mold

MCC Stat Block: Nog l'Xon 'Grey Living Mold' (1d2 (1)): Init +2; atk 4 x tentacles melee +1 (1d3); AC 13; HD 4D5 hp 12; MV 30' ; 1d20; SV Fort +1, Ref +0, Will +0
Mutations: (P) New Body Parts - Tentacles, Spore Cloud (M) Fear Generaton). Takes normal damage from lasers.

Number Appearing: 1d2
Morale: 9
Hit Dice: HD 4D5
Armor: 3 (AC 13)
Size: Medium

Movement: MV 30'

Attack: 4 x Tentacles melee +1 (1d3)

MS: 10 PS: 10
IN: 10 DX: 12
CH: 0 CN: 14

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: I'Xon have a new Sense Mutation. They are symbioticly linked with their host. They are immune to most forms of attack. They take half damage from Fire (not heat). Cold Attacks do double damage to them. They are immune to chemical defoliants.


Norien

Reported By: Kim Eastland in GW09 Module

Role: NPC
Base Stock: Cougar

MCC Stat Block: Norien (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: 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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Nort 'North'

Reported By: Kim Eastland in GW09 Module

Role: NPC
Base Stock: Human

MCC Stat Block: Nort 'North' (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: 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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Nos'ferat 'Mutated monkey'

Reported By: Bruce Nesmith in GW07 Module

Role: Race
Base Stock: Unknown

MCC Stat Block: Nos'ferat 'Mutated monkey' (2d10 (11)): Init +4; atk bite melee +4 (1d3+2); AC 11; HD 6D7 hp 24 each; MV 20' or Fly 150' ; 1d20; SV Fort +0, Ref +1, Will +1
Mutations: (P) Wings, Radar/Sonar, Energy Metamorphosis/Radiation, Knockout Poison (tail Sting), Immunity to Electrical effects(D) Nocturnal, Inhibiting field

Number Appearing: 2d10
Morale: 12
Hit Dice: HD 6D7
Armor: 1 (AC 11)
Size: Unknown

Movement: MV 20' or Fly 150'

Attack: Bite melee +4 (1d3+2)

MS: 15 PS: 16
IN: 7 DX: 15
CH: 4 CN: 11

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

Description:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Nuanderthal

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Nurglez 'Plague Beetle'

Reported By: Unkown in MM2

Role: Unknown
Base Stock: Scarab Beetle

MCC Stat Block: Nurglez 'Plague Beetle' (2d10 (11)): Init +2; atk bite melee +2 (1d10+1); AC 13; HD 3D7 hp 12 each; MV 8' or Fly 23' ; 1d20; SV Fort +1, Ref +0, Will -1
Mutations: Chameleon powers; Poison- disease-carrying bacteria (see below)

Number Appearing: 2d10
Morale: 4
Hit Dice: HD 3D7
Armor: 3 (AC 13)
Size: Medium

Movement: MV 8' or Fly 23'

Attack: Bite melee +2 (1d10+1)

MS: 7 PS: 13
IN: 4 DX: 10
CH: 1 CN: 13

Frequency: Rare
Organization: Unknown
Activity Cycle: Unknown
Diet: Carnivore
Habitat: Any except deadlands
Tech Level: 0 - 0
Artifacts: Unknown

Description:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Plague beetles run from violence, only attacking if defending food. If they encounter weak or massed animals, they emit the bacteria they kill with. It is released via spiracles in a cloud 15 meters in diameter. This cloud leaves a residue that lasts 4-5 days. Those in the cloud must make a Con check (at -2). Failure means death in 2-5 days. Each beetle can emit this cloud twice per day. Healers can cure this disease fairly easily- all they need is access to "standard" medicines (GMs decision).Plague beetles live in small egalitarian groups. When they attack a town, each beetle picks a suitable target - inns, taverns, granaries, town halls, and other places where people or food is concentrated. Then each uses the bacteria to wipe out most of the town. After the survivors flee, the Beetles feast. They then go back to scavenging in the wilds, if possible.GMs are urged to use this critter sparingly, as you can depopulate large areas with these!


Ny'an 'Deadly Tail'

Reported By: Kim Eastland in GW06 Module

Role: Unknown
Base Stock: Unknown

MCC Stat Block: Ny'an 'Deadly Tail' (3d4 (7)): Init +4; atk bite melee +2 (1d3) and spiked tail melee +2 (1d4); AC 11; HD 5D7 hp 20 each; MV 5' or Fly 30' ; 1d20; SV Fort +0, Ref +1, Will +0
Mutations: Poison Sting (85% chance of injection. Intensity level = 2d6+2. for each Spike Tail attack)

Number Appearing: 3d4
Morale: 8
Hit Dice: HD 5D7
Armor: 1 (AC 11)
Size: Unknown

Movement: MV 5' or Fly 30'

Attack: Bite melee +2 (1d3) Bite melee +2 (1d3)

MS: 12 PS: 9
IN: 9 DX: 13
CH: 6 CN: 9

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

Description:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Nytacal 'Deadly Emerald Flying Insect'

Reported By: Kim Eastland in GW09 Module

Role: Mount
Base Stock: Unknown

MCC Stat Block: Nytacal 'Deadly Emerald Flying Insect' (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: 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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Oasis Machine

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Obb 'Flying Eyes'

Reported By: James Ward in 1st Edition

Role: Monster - Domesticatable
Base Stock: Fungous

MCC Stat Block: Obb 'Flying Eyes' (1d4 (2)): Init +3; atk 1d4 x claws melee +2 (1d6); AC 10; HD 6D5 hp 18 each; MV 5' or Fly 45' ; 1d20; SV Fort +0, Ref +0, Will +0
Mutations: (P) Immune to Heat & Radiation & Lasers. Radiation Eyes

Number Appearing: 1d4
Morale: 11
Hit Dice: HD 6D5
Armor: 0 (AC 10)
Size: Medium

Movement: MV 5' or Fly 45'

Attack: 1d4 x Claws melee +2 (1d6)

MS: 12 PS: 11
IN: 7 DX: 11
CH: 5 CN: 10

Frequency: Very Rare
Organization: Clutch
Activity Cycle: Day
Diet: Carnivore
Habitat: Temperate Hills and Plains
Tech Level: 0 - 0
Artifacts: None

Description:

Combat: Clumsy, almost immobile, on the ground, obbs are graceful aerial hunters. They swoop down and attack with a blast of radiation from their eye. Then they stalk their prey until they show signs of weakness, attacking again with their claws. They consume half of the fallen prey, then spread spores over the rest that consume the carcass and sprout into young obbs that detach and fly away a few days later.

Society: Obbs display a kind of intelligence and cunning, but it's unclear just how intelligent they are. Their minds are entirely alien and they don't seem to follow what most creatures would consider logic or reason. They're solitary creatures, having no need for social structures of any kind.

Behavior: Obbs are carnivores, but eat only half of their victims. They leave spores in the uneaten portion which grow into 1d6 young Obbs (minimum characteristics) within 24 hours. Obbs are completely resistant to radiation, heat, light and lasers. They may (rarely) be recruited (but never hired.)


Octhofus

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Octhofus, Kianth

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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Omnitar 'Mirrored Ones'

Reported By: Kim Eastland in GW06 Module

Role: Unknown
Base Stock: Unknown

MCC Stat Block: Omnitar 'Mirrored Ones' (1): Init +2; atk see description; AC 14; HD 7D5 hp 21; MV 50' ; 1d20; SV Fort +1, Ref -2, Will +0
Mutations: Unknown

Number Appearing: 1
Morale: 3
Hit Dice: HD 7D5
Armor: 4 (AC 14)
Size: Small

Movement: MV 50'

Attack: See Description

MS: 10 PS: 8
IN: 12 DX: 5
CH: 3 CN: 14

Frequency: Rare
Organization: Unknown
Activity Cycle: Unknown
Diet: Armovore - microbes
Habitat: Plains, Hills, Forest
Tech Level: 0 - 0
Artifacts: Unknown

Description:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Omnitar have no attack forms in and of themselves. They are immune to nearly every attack form but fusion rifles or trek bombs. Any weapon causing physical damage merely bounces off them. If hit by any other type of energy weapon, they add one point to their Hit Point score for every two points of damage" striking them. If struck with lasers or sonics, they will automatically return that round, treat as -1 to hit. If more that 750 points of damage are pumped into them, they will shatter causing fragmentation damage (5d10) to everything within a 10m radius. Omnitars are usually found on plains, gentle rolling hills, and forests.


Ooz Blen 'Klonoid'

Reported By: Michael Price & Garry Spiegle in GW03 - The Cleansing War of Garik Blackhand

Role: Monster
Base Stock: Algae

MCC Stat Block: Ooz Blen 'Klonoid' (1d4-1 (1)): Init -2; atk see description; AC 19; HD 2D5 hp 6; NO MOVEMENT; 1d20; SV Fort +0, Ref -3, Will +1
Mutations: Energy Negation; New Body Parts; New Sense - temperature sensitivity; Teleportation

Number Appearing: 1d4-1
Morale: 4
Hit Dice: HD 2D5
Armor: 9 (AC 19)
Size: Large

Movement: NO MOVEMENT

Attack: See Description

MS: 14 PS: 0
IN: 14 DX: 0
CH: 6 CN: 10

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

Description:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


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

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Orcoid

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:

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Orlen

Reported By: James Ward in 1st Edition

Role: Race
Base Stock: Human

MCC Stat Block: Orlen (2d6 (7)): Init +6; atk 2 x weapons melee +3 (1d12); AC 13; HD 11D5 hp 33 each; MV 60' ; 1d20+1d16; SV Fort +0, Ref +0, Will +1
Mutations: (M) Telepathy, Telekinesis, Will Force

Number Appearing: 2d6
Morale: 12
Hit Dice: HD 11D5
Armor: 3 (AC 13)
Size: Large

Movement: MV 60'

Attack: 2 x Weapons melee +3 (1d12)

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

Frequency: Rare
Organization: Clan
Activity Cycle: Any
Diet: Omnivore
Habitat: Any Temperate or subtropical
Tech Level: 3 - 6
Artifacts: G,W

Description (Initial Observation):

Description (Observation 1): Orlens are tall two-headed humanoids with four arms. Peaceful by nature, they are exceptionally intelligent and collect artifacts of all sorts. A typical orlen will possess artifacts of Tech Levels IV or V. In addition to the older artifacts they may have, all orlens carry an assortment of Tech Level II and III weapons and tools. (The GM will need to remember to add to the XP Value for an orlen based on what artifacts it is carrying.) Orlens prefer not to resolve problems by combat, but their size, strength, and armament ensure that they will not be caught unprepared when trouble comes looking for them. All orlens have a dual name, one for the left head and one for the right, such as Jan-Jane, Maura-Maureen, Tim-Tom, and KevinCalvin. When an orlen talks, the heads alternate speaking.

Combat: Any given orlen's combat abilities will vary widely with the nature of the extra mutations he may have and what kind of weaponry he is carrying. A typical orlen might carry two battle axes, a duralloy shield, a flintlock rifle, and an IR laser pistol, with a grenade or two thrown in for good measure. He would prefer to save the pistol for an emergency and use the flintlock from good cover, entering melee only when necessary.

Society: Many orlens are wanderers, but there is a significant segment of the species that likes to settle down. The only orlen settlement of any significant size is Jainus, a fairly large city. Nomadic orlens are peaceful and gentle. The urban orlens are more aggressive and love sporting events, particularly those with a lot of physical contact. There is a story that the Orlens descend from a stable race of humans from before the great disaster. This story says that humans from that time speak of a great thinker named Aristophanes whose goal was to reunite humanity to its orignal form before their war with the Gods.

Behavior: Each Oren head will have one extra mental mutation. Their mutation of Dual Brain gives Orleans superior mental abilities. They will each carry Tech Level 1 or 2 gear, and one piece of tech level 4-6 gear.


Otis 'Buffalo Explorer'

Reported By: Ted Tschopp in Ted Tschopp

Role: NPC
Base Stock: Unknown

MCC Stat Block: Otis 'Buffalo Explorer' (1): Init +5; atk large horns melee +7 (1d8+4) and trample melee +7 (1d4+4); AC 16; HD 9D7 hp 36; MV 60' ; 1d20+1d14; SV Fort +3, Ref +0, Will +0
Mutations: (P) Large Horns (Dm=9), Heightened Strength, Manipulative hands

Number Appearing: 1
Morale: 10
Hit Dice: HD 9D7
Armor: 6 (AC 16)
Size: Unknown

Movement: MV 60'

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

MS: 10 PS: 20
IN: 14 DX: 12
CH: 9 CN: 18

Frequency: Unknown
Organization: Family Herd
Activity Cycle: Unknown
Diet: Buffalo
Habitat: Unknown
Tech Level: 4 - 6
Artifacts: Unknown

Description:

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: 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.


Pako

Reported By: Paul Kenney in Mud Glat Walker

Role: Unknown
Base Stock: Unkno