![]() The Creatures of Gamma World:
AI Fragment![]() 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
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![]() 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)
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![]() 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)
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![]() 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)
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![]() 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
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'![]() 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)
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![]() 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
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![]() 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)
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'![]() 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
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![]() 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
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'![]() 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
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'![]() 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
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'![]() 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)
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'![]() 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)
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'![]() 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)
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'![]() 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)
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'![]() 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)
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'![]() 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
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![]() 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
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'![]() 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)
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![]() 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
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![]() 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
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'![]() 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)
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'![]() 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
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'![]() 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)
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![]() 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)
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![]() 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
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'![]() 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
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![]() 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
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'![]() 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)
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'![]() 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
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'![]() 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
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'![]() 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)
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'![]() 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
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![]() 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
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'![]() 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)
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'![]() 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)
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'![]() 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)
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'![]() 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)
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'![]() 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)
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'![]() 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
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![]() 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)
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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'![]() 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)
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'![]() 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
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'![]() 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)
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'![]() 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)
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'![]() 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)
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'![]() 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)
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![]() 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
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![]() 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
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'![]() 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)
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![]() 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
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![]() 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
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'![]() 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)
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'![]() 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)
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'![]() 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)
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![]() 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
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'![]() 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)
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![]() 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
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'![]() 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)
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'![]() 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
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'![]() 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)
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'![]() 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
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'![]() 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)
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![]() 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
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'![]() 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)
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![]() 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)
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'![]() 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)
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'![]() 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)
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![]() 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
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![]() 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)
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'![]() 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')
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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'![]() 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
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'![]() 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)
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![]() 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
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'![]() 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)
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'![]() 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)
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'![]() 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)
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![]() 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)
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'![]() 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)
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'![]() 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
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![]() 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
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![]() 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
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'![]() 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)
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![]() 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
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'![]() 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)
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![]() 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
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'![]() 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
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'![]() 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)
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'![]() 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
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'![]() 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
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'![]() 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)
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'![]() 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
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'![]() 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)
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![]() 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
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'![]() 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)
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'![]() 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
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'![]() 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)
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![]() 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
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'![]() 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)
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![]() 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
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'![]() 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)
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'![]() 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)
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![]() 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
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'![]() 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)
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![]() 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
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'![]() 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)
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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'![]() 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
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![]() 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)
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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'![]() 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)
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'![]() 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)
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'![]() 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)
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![]() 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
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![]() 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)
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'![]() 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
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'![]() 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
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![]() 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
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![]() 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
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'![]() 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
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'![]() 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)
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![]() 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
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'![]() 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)
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![]() 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
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![]() 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
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'![]() 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)
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'![]() 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)
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![]() 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
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'![]() 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
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'![]() 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)
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'![]() 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
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![]() 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
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![]() 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
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'![]() 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)
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![]() 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
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'![]() 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
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![]() 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
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'![]() 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
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![]() 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
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![]() 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
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![]() 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
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![]() 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)
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'![]() 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)
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![]() 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
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![]() 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
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'![]() 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)
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'![]() 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)
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![]() 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
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![]() 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)
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![]() 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
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![]() 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
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'![]() 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)
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'![]() 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)
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![]() 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
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![]() 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
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![]() 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
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'![]() 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)
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'![]() 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)
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'![]() 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)
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'![]() 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)
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![]() 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
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![]() 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
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'![]() 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
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'![]() 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
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![]() 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
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![]() 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
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'![]() 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
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![]() 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
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'![]() 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)
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'![]() 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)
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'![]() 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)
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![]() 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
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'![]() 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)
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'![]() 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)
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![]() 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
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'![]() 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)
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'![]() 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)
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'![]() 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
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'![]() 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)
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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'![]() 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)
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'![]() 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)
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![]() 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
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![]() 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
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'![]() 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)
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![]() 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
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![]() 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
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![]() 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
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'![]() 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)
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![]() 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
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'![]() 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)
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'![]() 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)
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'![]() 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)
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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'![]() 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
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![]() 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
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'![]() 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
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![]() 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
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![]() 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
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![]() 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)
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'![]() 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
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![]() 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
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![]() 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
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'![]() 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)
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'![]() 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)
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![]() 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
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'![]() 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)
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'![]() 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)
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'![]() 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
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![]() 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
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'![]() 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)
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'![]() 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
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![]() 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
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'![]() 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)
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![]() 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
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'![]() 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)
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)![]() 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
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)![]() 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
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'![]() 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)
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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'![]() 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)
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![]() 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
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'![]() 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
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![]() 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
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)![]() 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
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'![]() 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
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![]() 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
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![]() 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
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'![]() 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
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![]() 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
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'![]() 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
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'![]() 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
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![]() 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
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'![]() 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)
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![]() 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
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![]() 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
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![]() 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)
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![]() 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)
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'![]() 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
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'![]() 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)
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'![]() 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')
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![]() 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
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'![]() 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)
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'![]() 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)
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![]() 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
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'![]() 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)
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'![]() 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)
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'![]() 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
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'![]() 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)
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'![]() 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')
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![]() 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
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'![]() 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)
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![]() 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
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![]() 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
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'![]() 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
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'![]() 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)
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'![]() 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
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'![]() 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)
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'![]() 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)
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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'![]() 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)
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'![]() 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
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'![]() 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
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![]() 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)
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'![]() 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
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'![]() 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)
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![]() 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
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'![]() 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
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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'![]() 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)
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'![]() 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)
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![]() 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)
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'![]() 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)
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'![]() 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
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![]() 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
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'![]() 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)
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![]() 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
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![]() 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
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'![]() 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)
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'![]() 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)
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![]() 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
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'![]() 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
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![]() 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
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'![]() 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)
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![]() 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
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'![]() 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)
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![]() 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
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![]() 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
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'![]() 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)
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'![]() 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)
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'![]() 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)
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![]() 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
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'![]() 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)
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'![]() 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
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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![]() 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)
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'![]() 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)
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'![]() 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)
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'![]() 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)
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![]() 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
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![]() 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
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![]() 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
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'![]() 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
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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'![]() 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)
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![]() 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
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![]() 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
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![]() 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)
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'![]() 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
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'![]() 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)
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![]() 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
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![]() 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
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'![]() 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)
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'![]() 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)
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![]() 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
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'![]() 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)
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![]() 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
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![]() 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)
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'![]() 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)
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'![]() 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
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![]() 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)
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'![]() 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)
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'![]() 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)
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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'![]() 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
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![]() 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
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![]() 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
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)'![]() 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
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'![]() 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)
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![]() 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
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![]() 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
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'![]() 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
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![]() 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
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'![]() 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)
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![]() 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
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![]() 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
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'![]() 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)
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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![]() 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)
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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![]() 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
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'![]() 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)
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'![]() 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)
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![]() 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
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'![]() 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
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'![]() 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)
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'![]() 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
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![]() 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
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'![]() 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')
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![]() 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
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![]() 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)
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![]() 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)
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![]() 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
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![]() 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)
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![]() 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)
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'![]() 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)
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![]() 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
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'![]() 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)
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![]() 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
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![]() 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
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'![]() 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)
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![]() 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
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'![]() 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
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'![]() 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')
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![]() 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
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![]() 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
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'![]() 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)
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![]() 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
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![]() 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
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'![]() 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)
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![]() 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
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'![]() 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
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'![]() 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)
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![]() 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
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'![]() 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)
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'![]() 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)
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'![]() 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
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![]() 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
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'![]() 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)
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![]() 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
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![]() 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
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'![]() 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
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'![]() 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
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![]() 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
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![]() 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
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![]() 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)
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'![]() 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)
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![]() Role: Unknown Base Stock: Unkno |