Android

Thinker

Stats: 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

Description: Androids are artificial lifeforms that have been designed to appear human, and are often mistaken for such upon casual observation. Androids were considered primitive and antiquated by the super-science metrics of the Ancient Ones, as their primary utility had been largely superseded by the use of soft-light and hard-light holograms. Still, there were times and places where economics favored the use of the ever-sturdy android. Thus, many were still in use at the time of the Great Disaster. They are especially prevelant 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 artifical 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 equipt to deal with combat and will defer to Warriors and Workers first in the event of combat. Thinkers are equipt 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.

Android

Warrior

Stats: 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

Description: Androids are artificial lifeforms that have been designed to appear human, and are often mistaken for such upon casual observation. Androids were considered primitive and antiquated by the super-science metrics of the Ancient Ones, as their primary utility had been largely superseded by the use of soft-light and hard-light holograms. Still, there were times and places where economics favored the use of the ever-sturdy android. Thus, many were still in use at the time of the Great Disaster. They are especially prevelant 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 sacrafice themselves for the good of their mission or team.

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

Android

Worker

Stats: Android 'Worker' (2d4 (5)): Init +3; atk weapon melee +5 (1d6+3); AC 12; HD 6D6 hp 21 each; MV 30'; 1d20; SV Fort +3, Ref +0, Will +0

Mutations: None

Description: Androids are artificial lifeforms that have been designed to appear human, and are often mistaken for such upon casual observation. Androids were considered primitive and antiquated by the super-science metrics of the Ancient Ones, as their primary utility had been largely superseded by the use of soft-light and hard-light holograms. Still, there were times and places where economics favored the use of the ever-sturdy android. Thus, many were still in use at the time of the Great Disaster. They are especially prevelant 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: Worker Androids are the manual laborers the Ancient Ones deployed. They recieve their orders from first Thinkers and then warriors in the event of combat situations. They will selflessly sacrafice themselves for the good of the mission or cause.

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

Ark

Hound Folk

Stats: 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

Description: 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.

Arns

Dragon Bugs

Stats: Arns '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

Description: One to Two meter long Dragonflies. They are often domesticated as flying steeds by small humanoids and mutated animals. They must be trained from a very young age.

Behavior: They can carry loads weighing 35lbs.

Badder

Digger Noble

Stats: 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

Description: 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 know 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.

Badder

Digger Folk

Stats: 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

Description: 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 know 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.

Barl Neps

Deathfish

Stats: Barl Neps 'Deathfish' (1d4 (2)): Init +3; atk bite melee +2 (1d4); AC 16; HD 7D7 hp 28 each; MV or Swim 60'; 1d20; SV Fort -2, Ref -1, Will -3

Mutations: (P) Radioactive Oil (I18)

Description: A Black predatory fish that grows to a legnth of 1.5 meters.

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 Intenisty 12 Radioactive oil.

Ber Leps

Sweetpads

Stats: Ber Leps 'Sweetpads' (1d8 (4)): Init +1; atk bite melee +3 (1d5+1); AC 14; HD 8D5 hp 24 each; MV 0'; 1d20; SV Fort +1, Ref -3, Will -2

Mutations: (P) Displacement, Acid Generation I10

Description: A two-meter diameter, free floating lillypad. The plant secrets a swee0smelling acid that attracts prey

Behavior: It can support the weight of a normal human, but pressure on the ceter of the pad causes it to snap shut around the traspasser. It will disolve 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.

Blaashes

Gamma Moths

Stats: Blaashes '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

Description: A mutated gypsy moth over 1 meter long and with a two meter wingspan.

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

Blights

Cloud Worms

Stats: Blights '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) Immunte to Radiation, Heat, & Sonics, Invisibility, Light Generation.

Description: Three meter long carnicious winged worms with a 9 memter wingspan.

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

Blood birds

Red Deaths

Stats: Blood birds '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

Description: A Mutated Scarlet Tanager with red feathers standing a meter tall.

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

Brutorz

Big Walkers

Stats: 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

Description: 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 know 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

Cal Thens

Flying Rippers

Stats: Cal Thens '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

Description: A giant mutated beetle that reaches the length of 2.5 meters.

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.

Carrins

Dark Emperors

Stats: Carrins '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

Description: Three meter tall mutated vultures weighing over 50kg. Each is followed by at least 1d6 blood bird followers.

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

Centisteeds

Fast Trotters

Stats: Centisteeds 'Fast Trotters' (1d4 (2)): Init +1; atk 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

Description: 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 generarion 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: Centisteeds have no society other than herd instinct. A centisteed can carry two human-sized passengers, or one passenger and 100 kilograms of cargo. One rider must concentrate at all times on controlling the beast, or it tries to throw and then trample the passengers. No amount of coaxing and kind words can calm these hyperactive creatures. To add insult to injury, they eat twice as much as a normal animal their size. Herds of centisceeds can overgraze a pasture or meadow in record rime. The Ranks of the Fit are rumored to have a centisteed cavalry with riders that use mental mutations to keep the beasts c

Cren Tosh

Lizard Fish

Stats: 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

Description: This creature prefers to live in the water as a 2 meter long fish, but it can transform itself into any lizard of simular mass for up to 24 hours at a time.

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

Crep, Pink

Water Crep

Stats: 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 5' or 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

Description: Water Crep live in the water totally submerged.

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

Dabbers

Brown Beggers, Trash Pandas

Stats: Dabbers 'Brown Beggers, Trash Pandas' (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

Description: 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 know 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.

Ert Teldens

Firefish

Stats: Ert Teldens 'Firefish' (1d6 (3)): Init +0; atk flames melee +1 (1d8) and explodes melee +1 (1d10); AC 14; HD 4D7 hp 16 each; MV or Swim 30'; 1d20; SV Fort -1, Ref -2, Will -3

Mutations: (p) Immolation

Description: One Meter Long fish that lives in backwaters and marshes.

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.

Erts

Stonefish

Stats: Erts 'Stonefish' (1d4 (2)): Init +0; atk bite melee (1d4-1); AC 11; HD 2D7 hp 8 each; MV or Swim 60'; 1d20; SV Fort -1, Ref -1, Will -3

Mutations: (P) Petrify Poision I12

Description: One Meter long fish

Behavior: This fish will inject a dose of chemciles into those it bites, causing them to petrify and turn to wtone within 60 seconds. Poision is an Intensity 12 poision.

Fens

Man-Fish

Stats: Fens 'Man-Fish' (1d10 (5)): Init +3; atk weapon melee +3 (1d6+1) and tailslap melee +3 (1d10+1); AC 13; HD 8D5 hp 24 each; MV 10' or Fly 30'; 1d20; SV Fort +0, Ref -1, Will -1

Mutations: (P) Shapechange

Description: Fen 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 shapechangc into a bird of their own size and weight twice per day. This allows them to escape both aquatic and landbased 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 fen to change from one form to the other. When a fen shapechanges, equipment worn or carried does not become part of the bird form.

Combat: The fen 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 fen also can use any weapon that does not require fine manipulation, since its fingers are heavily webbed. In its bird form, the fen has three attack forms that it may direct at only one opponent during a sinle 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.

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.

Gators

Green Hissers

Stats: Gators 'Green Hissers' (1d6 (3)): Init +1; atk bite melee +2 (1d6+1) and tailslap 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

Description: One to Two Meter long mutated Alligators with a pair of one meter long tentacles attached to their foreheads.

Behavior: Their tentacles will parale on contact (Treat as a Mental Attack Save vs. Will at DC 15). They are immune to radiation. They are solitary by nature, but will congregate in groups of 10d6 to spawn in the spring time.

Grens

Green Man

Stats: Grens '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

Description: 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

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.

Hawkoids

Sparrow Hawks

Stats: Hawkoids 'Sparrow Hawks' (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

Description: Hawkoids are mutated forms of sparrow hawks. 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.

Herkels

Dead Fish

Stats: Herkels 'Dead Fish' (5d6 (17)): Init -2; atk bite melee -2 (1d6-3); AC 11; HD 2D7 hp 8 each; MV or Swim 30'; 1d20; SV Fort -3, Ref -3, Will -2

Mutations: (P) Poision Scales I18

Description: A savage fish that hunt in schools and devour anything edible in the water with them. They are only 1/2 a meter in length, their bite is quite dangerous since over a third of their length is taken up by teeth and mouth.

Behavior: Herkels secrete a contact poision 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.

Herps

Tiger Beetles

Stats: Herps '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) Carpace - Relfect Sonic

Description: Three and a half long mutated beetles whose wings have mutated to become a carpace.

Behavior: Their carpace protects them from sonic attacks and they can squirt a stream of acid (I15) up to 30 meters which will disolve 1 cm duralloy a minute. They are skilled hunters able to track prey in any weather.

Hissers

Man Snakes

Stats: Hissers '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, Telpathy, and One More Rolled at Random.

Description: 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 dwellers run 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 know 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.

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.

Hoops

Floppsies

Stats: Hoops '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

Description: 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.

Hoppers

Jackalopes

Stats: Hoppers '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) Chamelon Powers, Horns

Description: 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.

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.

Horl Choos

Porcupine Plants

Stats: Horl Choos '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) Disolving Juices, Mobility, Spines

Description: An Odd 3 meter tall black plant that looks like a lumpt porupine from a distance.

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 disolve it with its acid attack. A Horl Choo will contiue to attack creatures with its spines as it attempts to pull its prey in.

Jagets

Savannah Cats

Stats: Jagets '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, Feat of Plants, Levitation, Precognition, Telekinesis, Telepathy

Description: 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 smalkr 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 telepachic 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.

Kai Lins

Lizard Bushes

Stats: Kai Lins '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

Description: This three meter tall plant looks like a large reptile from a distance, especially when it runs along the ground on its two "feet." It is covered in green, scaly bark.

Behavior: This creatures bark gives complete protection from radiation. Its roots look much like a tail when in motion, when it finds carrion, it enterwines 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.

Kamodos

Thunder Lizard

Stats: Kamodos 'Thunder Lizard' (1 (1)): Init +6; atk bite melee +10 (1d14+6) and tailslap 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), Intution, Mental Sheild, Molecular Disruption, Reflection, Will Force

Description: This 18 meter tall mutated forest iguana is one of the most fearsome omnivores in Gamma World. It will shake the ground as it passes.

Behavior: The Kamodos will eat meat as well as plants. It is very fond of insects and birds. It will take naps lasting several days after a particularly fufilling meal, though they are light sleepers. They prefer open country such as plains and swamps, but can also be found in wooded regions

Keeshin

Water Weirds

Stats: Keeshin 'Water Weirds' (1d3 (2)): Init +2; atk bite melee +1 (1d3); AC 17; HD 4D7 hp 16 each; MV 20' or Fly 30'; 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)

Description: A one meter long, white mutated amphibian that lives in small bodies of water.

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.

Kep Plants

Sand Devils

Stats: Kep Plants '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; MV 0'; 1d20+1d20; SV Fort +1, Ref +0, Will -3

Mutations: (P) Dissolving Juices, Seed Mobility, Modified Roots

Description: This carniverous plant lives its life undergound growing a network of pressure-sensative roots from below the surface. It will not allow other plants to grow within 30 meters of it

Behavior: Its roots will snap out of the gorund 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 hitpoints 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.

Lil

Wee Ones

Stats: 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

Description: 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 brables, 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.

Mantis

Green Renders

Stats: 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

Description: Giant Preying Mantises that stand 3 meters tall at the shoulder.

Behavior: They are coracious carnivors. They are smart enough to avoid and stop attacking prey that is clearly stonger. They can be recruited to help others when food is offered. They are however not intelligent enough to be considered a hireling.

Menarls

Slime Devils

Stats: Menarls '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

Description: 10 Meter long intelligent water snakes with 1d10+4 one meter long arms ending in hands with opposable thumbs.

Behavior: Menarls are friendly towards humanoids and PSH. They can be taught to use simple items on request, but wihthout training they will only use simple weapons. Imn the wilf they prey on water birds and the presence of any sort of bird will send them into a frenzy.

Narl Eps

Ghost Trees

Stats: Narl Eps 'Ghost Trees' (1d8 (4)): Init +7; atk 8 x roots melee +13 (1d10+6); AC 17; HD 23D5 hp 69 each; MV 0'; 1d20+1d20; SV Fort +0, Ref -3, Will -3

Mutations: (P) Seed Mobility, Modified Roots

Description: This white tree looks like a banyan and grows to the height of 60m. It lives only in marshes, lakes, and ponds.

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 distubed. When they are disturbed, they will leap int 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.

Obbs

Flying Eyes

Stats: Obbs 'Flying Eyes' (1d4 (2)): Init +3; atk 2 x claws melee +2 (1d5); 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

Description: Obbs are a mutated fungus that is almost immobile on the ground, but are deadly in the air. Each has asingle black eye and 1d6 clas like appendages.

Behavior: Obbs are carnivores, but eay only half of their victims. They leave spors in the uneaten portion which grow into 1d6 young obbs within 24 hours. Obbs are resistant to radiation, heat, light and lasers.

Orens

Orignal Humans

Stats: Orens 'Orignal Humans' (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

Description: 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.

Parns

Sword Beetles

Stats: Parns 'Sword Beetles' (1d8 (4)): Init +4; atk 2 x antennae melee +8 (1d8+6) and 2 x spikes melee +8 (1d5+6); AC 14; HD 7D7 hp 28 each; MV 20' or Fly 60'; 1d20; SV Fort +1, Ref +0, Will -3

Description: This three meter long mutated bettle has four sword-like appendadgest attached to each of its two anntennae.

Behavior: The Parn may attack one per turn with each antenna. The antenna each have 10 hit points each, in addition to their normal hitpoints. Players may target the antenna seperately prior to rolling to hit. They have the same armor as the parn itself.

Perths

Gamma Bushes

Stats: Perths 'Gamma Bushes' (1d10 (5)): Init +0; atk petal blast melee -1 (1d3-3); AC 16; HD 6D5 hp 18 each; MV 0'; 1d20; SV Fort -1, Ref -3, Will -3

Mutations: (P) Radiation Generation

Description: This is a two meter tall palm-like plant that is unremarkable most of the year, but in late spring and early summer it sprouts a one mter tall flower.

Behavior: If the plant is disturbed while in bloom, the flower will start to emmit a birght rainbow of light. The next turn the color of the light will bleed to one given color and all creatures in 15 meters will recieve a 3d6 blast of radiation. On any turn thereafter the perth emits another 1d6/3 blasts of either radiation or light (alternating). The plant, once dead will no longer blast light or radiation. A dead perth can be sun dried over the course of three days. Then the petals are ground down into a power that can be used to heal 1d6 damage within 1 hour of being consumed. An adult Perth will generate 5d4 servings of healing.

Pinetos

Horse Cacti

Stats: Pinetos 'Horse Cacti' (1d8 (3)): Init +3; atk trailslap melee +8 (1d4+6); AC 14; HD 5D5 hp 15 each; MV 60'; 1d20; SV Fort +1, Ref +0, Will -3

Mutations: (P) Heightened Senses: Visual, Heightened Senses: Olfactory

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

Combat: Opposite the neck growth is another growth that tapers to a relatively thin stalk. This stalk is flexible, and the plant can use it to attack. This attack is treated as a tail swipe.

Society: Horse cacti are encountered in small groups of two or fuu1, u1 hrn.b of as much as 16. They reproduce by budding. Pinetos are extremely skittish and will bolt as soon as they perceive a threat. Only one of a pack has to become aware of the threat for everyone else to run. Intelligent races, such as sleeths, have tamed pinetos and used them as beasts of burden and riding animals. In this respect, they have the same endurance and load-bearing qualities as a normal horse.

Podogs

Wargs

Stats: Podogs 'Wargs' (1d10 (5)): Init +2; atk bite melee +7 (1d5+6); AC 15; HD 4D7 hp 16 each; MV 30'; 1d20; SV Fort +0, Ref +0, Will -1

Mutations: (P) Immune to Poison, Mimic Sounds (1% have Dual Brain) (M) (1% have Telepathy and 1 other random mutation)

Description: A podog is a huge, mutated mastiff standing more than a meter and a half high at the shoulder. Podog coloring is usually a deep bay, but some run towards a chocolate or black coat. One in one hundred podogs is a prize breed, with the dual brain mutation and its attendant additional one to three mental mutations. These animals, when encountered, are always the leaders of their packs. Podogs are sometimes found as mounts, but in their wild state they often hunt humanoids.

Combat: Podogs attack with a powerful bite, but begin com bat with a rush, charging and leaping for the throat of their victim. This first rush allows them to make a full move and then atttack with a + 2 THAC. A successful hit of 4 or more above the required number means a small- or medium-sized victim has been knocked flat and is now fighting prone. Podogs also have the unusual habit of baying as they attack, exactly imitating the cries or sounds their opponents may be making. Note that the character who tries to use sonic blast or uses a screamer on a pack of rushing podogs will have as many as a dozen hounds return ing the sonic attack at full cffrLL. Wheu figlniug a.\ u10ums. podogs still imitate sound, but they cannot use their bounding rush to enter melee.

Society: Podogs are very intelligent creatures and have a rich oral pack tradition. They are not tool users, but they certamly understand some basic implements like bows and arrows or simple machines. If they are encountered as mounts, it is because they feels friendship for the person riding them-a podog will never allow itself to be saddled and ridden by a stranger' In thr wild, podogs are clever and dangerous hunters, using thrir sound imitation to maximum effect and making fast, hit-andrun attacks to weaken strong prey.

Rakoxen

Big Horns

Stats: Rakoxen 'Big Horns' (5d6 (17)): Init +10; atk gore melee +10 (1d14+6); AC 13; HD 16D7 hp 64 each; MV 20'; 1d20+1d20; SV Fort +1, Ref +2, Will -3

Mutations: (P) Partial Carpace, Antlers

Description: These slow, but powerful, mutated oxen sport a tough cluster of horns , which angle generally forward from a bony plate across rhe crown of their heads . These horns form a partial carapace which protects the head and shoulders of the 1akux. Both male and female rakoxen posses their impressive horns . Young rakoxen begin growing the horns shortly after they are weaned . Adult rakoxen are about 2 meters tall at the shoulder. Although rakoxen are prone to panic and stampede, they are one of the most favored draft ammals m Meriga tor heavy labor.

Combat: Rakoxen typically attack when they are spooked . The rakox will gore with its extraordinarily dense set of horns once per round and can charge if the target is more than 10 meters away. Rakoxen are exceptionally strong for their size (PS 24), giving them a bonus to damage and THAC in combat . A normal gore attack does 2d6 + 6 points of damage, while a charging attack does 4d6 + 6 points .

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.

Red Crep

Land Crep

Stats: Red Crep 'Land Crep' (1d4 (2)): Init +4; atk 6-8 x vines melee +1 (1d3-2); AC 17; HD 9D5 hp 27 each; MV 5' or 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

Description: Land Crep grow under a mat of other plants.

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

Seps, Sand

Land Sharks

Stats: Seps, Sand 'Land Sharks' (1d6 (3)): Init +6; atk bite melee +9 (1d12+6); AC 15; HD 9D7 hp 36 each; MV or Burrow 20'; 1d20+1d14; SV Fort +1, Ref +1, Will +0

Description: Seps are mutated sharks that have fully adapted to life on land and are no longer suited for living in the water. The Sand Seps are adapted to living in the sand and are only found in deserts. The Sep has an organ in their brains that pushes and packs earth out of its way allowing it to swim forward below the surface of the earth.

Behavior: Once a Sep has swum under its prey it will leap into the air snapping their victim in their jaws and pulling them underground. A Sep will tend to strafe a their prey until they have either killed and pulled the group under or they have killed all their prey. Seps can sense motion and sound up to 60 meters away.

Seps, Snow

Land Sharks

Stats: Seps, Snow 'Land Sharks' (1d6 (3)): Init +6; atk bite melee +9 (1d12+6); AC 15; HD 9D7 hp 36 each; MV or Burrow 40'; 1d20+1d14; SV Fort +1, Ref +1, Will +0

Description: Seps are mutated sharks that have fully adapted to life on land and are no longer suited for living in the water. The Snow Seps are adapted to living in the Snow and Ice and are only found in artic conditions. The Sep has an organ in their brains that pushes and packs snow and icepack out of its way allowing it to swim forward below the surface.

Behavior: Once a Sep has swum under its prey it will leap into the air snapping their victim in their jaws and pulling them underground. A Sep will tend to strafe a their prey until they have either killed and pulled the group under or they have killed all their prey. Seps can sense motion and sound up to 60 meters away.

Serfs

Thought Masters

Stats: Serfs 'Thought Masters' (1d10 (5)): Init +4; atk weapon melee +5 (1d8+3) and 2 x claws melee +5 (1d3+3); AC 14; HD 8D5 hp 24 each; MV 30'; 1d20; SV Fort +0, Ref +0, Will +1

Mutations: (P) Heightened Strength, Partial Carpace (M) Deathfield generation, Density Control (others), Life Leech, Light manipulation, Mental Blast

Description: These humanoids have claws instead of fingers on their hands and with them can make two attacks per round. The claws carry intensity 8 debiliative poison. Serfs have a partial carapace, a ridgid, horny plate that covers the top and back of their heads.

Combat: Serfs may make two claw attacks per or other type of attack. They much prefer to engage in mental combat as opposed to physcial melee, and are 90% likely to do so. Serfs commonly wear chain mail into battle and will fight with Tech III weapons, such as flintlock rifles. They prefer the battle axe to sword in melce combat .

Society: Serf, are either encontered 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.

Seroon Lous

Haunted Fruit Tree

Stats: Seroon Lous 'Haunted Fruit Tree' (3d6 (10)): Init +8; atk 1d10+10 x weapons melee +6 (1d8+1); AC 12; HD 14D5 hp 42 each; MV 0'; 1d20+1d20; SV Fort +0, Ref +1, Will -3

Mutations: (P) Aromatic Powers, Modified Vines and Roots

Description: The Seroon Lous is a mutated Cypress tree. It is usally ground among groups of Narl Eps, which it resembles. It has two to three meter stalk roots that extend above the water with the Seroon Loon's sinelg eye.

Behavior: The plant will grip any hand weapon, including sticks, rocks, and dead branches and use them to attack. The stalks will entrap victims and pull them under the water. It will either try to bludgen creatures unconsious and then pull them under to feed. If that is not possible, the stalks with weapons will then partner with the other stalks and try to pull prey underwater and drown them. To resist players must roll a fortitude against the DC 15 of the tree's strength

Sleeths

Seer Lizards

Stats: Sleeths 'Seer Lizards' (1d10 (5)): Init +5; atk weapon melee +9 (1d10+6); AC 15; HD 10D7 hp 40 each; MV 30'; 1d20+1d14; SV Fort +1, Ref +0, Will +1

Mutations: (M) Plant Control, Precognition, Telepathy, Total Healing

Description: Sleeths are lizard-like humanoids, the intelligent descendants of alligators . They have an erert stance, tails, long snouts, and dextrous hands . They are dark green in color.

Combat: Sleeths are normally peaceful. They use their mutations and intelligence to avoid combat, sending plants to attack and using telepathy and intuition to discover the intent of their opponents. They prefer using nonlethal high-tech weapons to defend themselves. If forced, they will fight using me lee weapons of Tech level I, II, or III , coordinating their efforts with telepathy.

Society: Sleeths live in peaceful, scholarly communities. Each sleeth village is headed by a dean, who often presides over a governing body called a faculty. In times of trouble, the deans of neighboring villages gather together and form a college . They then elect a president from among their number to preside during their decision-making. Once the trouble is dealt with or the major decision made, the college and presidency dissolve, and the deans return to their villiages. The faculty is composed of professors, the most respected members of sleeth society. Beneath the professors are teachers and students. Visitors are often referred to as transfers. Sleeths tend to be friendly to transfers . They are subtly arrogant in the extreme , however, believing themselves to be men tally superior to all other races. Sleeths build beautiful villages and towns. Thev make full use of their plant control ability. Though sleeth villages and towns are mostly Tech Level III, they almost always contain high-tech items. These items are put to easse living contiinos and for defense.

Soul Besh

Skeeters

Stats: Soul Besh 'Skeeters' (1d20 (10)): Init +3; atk bite melee +1 (1d5-1); AC 12; HD 5D7 hp 20 each; MV 20' or Fly 60'; 1d20; SV Fort -1, Ref +0, Will -3

Mutations: (P) Chamelon Powers, Paraytic Poison (I18) (M) Intution

Description: These mutated Mosquitos grow up to 1.5 meters long. They inhabit graslands, marshes, and forests where they can easily hide.

Behavior: The Soul Blesh has a two meter long probuscus that it likes to jam into its victims. Victims must avoid an Intensity 18 poison or be paralyzed. The Sol Besh will then do double damage to all paralyed victims until they are dead. The exoskeleton of a dead Soul Besh may be boiled down into 15 doses of Intinisty 18 Poison antidote.

Squeekers

King Rats

Stats: Squeekers 'King Rats' (1d100 (50)): Init +2; atk bite melee (1d5-1) and 2 x claws melee (1d3-1); AC 14; HD 3D7 hp 12 each; MV 30'; 1d20; SV Fort +0, Ref +0, Will -1

Mutations: (P) Sonic Blast

Description: Looking like nothing more than grossly over-grown brownish or rust-colored rats, squeekers are easily identified by the shrill, painful cries they make in combat. Of course by this time the knowledge may come to late to save the intended victim.

Combat: Squeekers are pack animals, taking their prey by surrounding and overwhelming the target. Although vicious and quite capable of causing serious harm, squeekers have never been known for their courage. When hunting, they single out weak or isolated targets that can easily be pulled down. Their most common hunting tactic is to stealthily surround the victimm and then rush out all at once, directing their sonic blast attacks at the target. If the civtim is still standing, they then attack with their bite, clinging to the animal until it is pulled down by the weight of their numbers. If their dinner puts up strong resistance, they will circle it at a safe sitance, hoping to wear the target down by repeasted lunges. If this does not work or help arrives, the squeekers flee in all directions.

Society: Squeekers can be found in any terrain, but are most frequently encountered near settlements, lurking around garbage pits, or close to the lair of larger creatures. They prey on passerby or scavenger food from the waste of others. Their dens are usually a small complex of underground tunnels with several shambers and exists. Squeekers can be domesticated somewhat and trained to severlike guard dogs and hunting animals. This requires that they be trained from birth and even then can only be accomplished by those immune to their sonic blast mutation. Hissers, in particular, keep pens of the animals for use both in the hunt and as food. Indeed it is likely that the hisser immunity to sonic blasts developed slowly from a close relationship squeekers.

Terls

Tree Fish

Stats: Terls 'Tree Fish' (1d4 (2)): Init +4; atk bite melee +6 (1d4+4); AC 15; HD 6D7 hp 24 each; MV or Fly 60'; 1d20; SV Fort +0, Ref +1, Will +1

Mutations: (P) Immune to Heat, Sonic, Laser, and Light. Sonic Blast (M) Cryokinesis, Telekinetic Flight

Description: The Trel is a three-meter long mutated baracuda that is covered in bright parrot like feathers. They live in tree's like birds as well. The Trel returns to the water to spawn in the spring and it is fully capable of breathing both water and air.

Behavior: The Trell is a dangerous carnivore that prefers to use its mental powers to kill its prey, resorting to its bite only as a last resort. If both bite and mental powers fail, it will retreat to find easier game. The feathers protect it agasint all heat, laster, and light attacks. The feathers will glow in the presence of radiation, providing the Trel a warning. Trel feathers, if properly harvested and prepaired will still retain this ability. Sleeths and other back to nature species will make cloaks out of Trel feathers that provide the wearer immunities.

Wardents

Devo Beasts

Stats: Wardents 'Devo Beasts' (1d6+1 (4)): Init +4; atk weapon melee +1 (1d6-1); AC 14; HD 7D5 hp 21 each; MV 30'; 1d20; SV Fort +0, Ref +0, Will +1

Mutations: (M) Heitened Intelligence, Metal Reflection, Mental Control, Telepathy, Telekinesis, Will Force, Stunning Force

Description: These 1-meter-tall humanoids are covered in silky blond to dark brown fur. They have three toes on their feet, as well as four fingers on each human-like hand, and tend to be chuby. Their faces are quite furry, but have a wizened expression on them. When seen, they usually are wearing clothing and accessories of Tech Level II and III.

Combat: Not having a great physical preseme, the wardents, opt to combat threats mentally, which provides them with a chance to escape, if necessary. They are not naturally aggressive and will avoid violence, if possible. They are quite cunning, and will usually keep potential enemies at bay with a variety of mental tricks. Occasionally, a wardent will carry an artifact weapon of some sort, but will avoid using it except in dire need.

Society: Wardents tend to be solitary by nature, usually traveling alone, or with a single companion. They dwell in deep and inaccessible mountain and forest regions, and their homes tend to be complex mazes of winding passages made of mud walls or intertwined in the branches of very tall and large trees Thev have a natural curiosity for knowledge and odd experiences, as well as an insatiable hunger for tasty food . These traits can convince a wardent to join in on an adventure. provided anu group it comes in contact with does not seem menacing to it. Although wardents are natively a Tech Level I culture, they have no fear of stranger artifacts and will readily use them. It is not uncommon to see wardents with steel knives, flintlocks or even artifacts that they have found or acquired that they have found or acquired through trade. Their insatiable curiosity means that any usable artifacts which fall into their hands will soon yield up their secrets or be broken.

Win Seen / Winisleans, Green

Green Tanglers

Stats: Win Seen / Winisleans, Green 'Green Tanglers' (3d4 (7)): Init +4; atk 1d3+2 x vines melee +4 (1d5+1); AC 11; HD 10D5 hp 30 each; MV 0'; 1d20+1d14; SV Fort +1, Ref -1, Will +0

Mutations: (P) Modified Vines and Roots (Poison and Tangle Vines Intinsity 14), Sonic Blast, Allurement (17), Squeeze vines

Description: These mutated and carniverous plant usually covers a 30' diameter area and grows in groups which are so entangled that is difficult to tell where one plant beigns and another leaves off. The green Win Seen dwells on land.

Behavior: The Green Win Seen gives off an order that encourages carnivores to live nearby and has primative magnetic control. The new growth vines on a plant may be picked, chopped, and boiled into doses of Intensity 14 poison antidote.

Win Seen / Winisleans, Yellow

Yellow Tanglers

Stats: Win Seen / Winisleans, Yellow 'Yellow Tanglers' (3d4 (7)): Init +4; atk 1d3+2 x vines melee +4 (1d5+1); AC 11; HD 10D5 hp 30 each; MV 0'; 1d20+1d14; SV Fort +1, Ref -1, Will +0

Mutations: (P) Modified Vines and Roots (Poison and Tangle Vines Intinsity 14), Sonic Blast, Allurement (17), Squeeze vines

Description: These mutated and carniverous plant usually covers a 30' diameter area and grows in groups which are so entangled that is difficult to tell where one plant beigns and another leaves off. The Yellow Win Seen dwells in shallow water, ponds, marshes, and rivers.

Behavior: The Yellow Win Seen gives off an order that encourages carniverous fish to live nearby and has primative magnetic control. The new growth vines on a plant may be picked, chopped, and boiled into doses of Intensity 14 poison antidote.

Yexils

Orange Scarfers

Stats: Yexils 'Orange Scarfers' (1d4 (2)): Init +6; atk bite melee +9 (1d14+6); AC 14; HD 11D7 hp 44 each; MV 30' or Fly 60'; 1d20+1d16; SV Fort +1, Ref +0, Will -1

Mutations: (P) Immune to Cold, Laser Eyes (as a Laser Rifle)

Description: The Yexil stands 3 meters tall, has a nine meter wingspan, and has two hariy hind legs. It has muan hands attached to its shapely wings and alion head with large mandibles. It is entirely covered with long, soft, orage down.

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.

Zarns

Borer Beetles

Stats: Zarns 'Borer Beetles' (1d6 (3)): Init +3; atk spit +2 (1d3, 20') and bite melee -1 (1d3-3); AC 13; HD 5D7 hp 20 each; MV or Fly 40'; 1d20; SV Fort -2, Ref +0, Will -3

Mutations: (P) Paralytic Poison I16 (M) Teleportation

Description: Zarns are orange beetles that attain a length of 30 centimeters.

Behavior: They will attack anything regarless of size, spitting an Intensity 16 paralytic contact poison up to 6 meters. Victims must make poison check for each sucessful attack until it is washed off. Zarns can teleport 60 meters once per round of combat and usually do so immediately after each attack. One a victim is paralyzed a Zarn will bore (2d6 damage) into their skulls and lay 1d10+4 eggs. Eggs will hatch in 48 hours unless surgically removed. Newly hatched Zarns immediately eat the remains of their eggs and all surrounding tissue. Zarn Poison remains effective for 1d6 hours.

Zeethh

Gamma Grass

Stats: Zeethh 'Gamma Grass' (5d20 (52)): Init -3; atk seed melee -3 (1d3-3); AC 10; HD 1D5 hp 3 each; MV 0'; 1d20; SV Fort -3, Ref -3, Will +0

Mutations: See Behavior

Description: This purple grass is easily identifible in summer by its long tassels topped with spiked seeds.

Behavior: When one or more warm-blooded entities approach within 30 meters of this grass, the individual stalks will each try to teleport 25% of their seeds into the bodies of those that approached the grass. Seens that miss will drop to the ground dead. Those that enter the body cause damage immediately and secrete dissolving juices that cause Progressive damage (+1d) per day for seven days. If the victim is not dead, the seed will no longer be viable. Damage from the Zeethh can not be healed until the seed has been removed. If the hsot dies while infected, the seeds cause a Zeeth to sprout from the body within an hour and the blades grow tassles within three days. Teleported seeds are replaced at a rate of one per day. If there is more than one target in range, a field of Zeeth will attack everyone within range impartially.

Attercops

Blackuns

Stats: Attercops '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

Description: Attercops, also know as Blackuns, are mutated garden spiders. They have long bristles across their bodies, making them unpalatable prey to all but the largest creatures. They have 12 eyes located all over their head, giving them 360 degree sight. Two types of attercops exist, one dwells strickly in its huge web, while the second (Attercop Abulare) is an active hunter, preferring ot use its web only to shackle its prey

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 Sterngth Check to escape. Attercops keep their prey as long as four days before they settle down to feed. Becasuse of the creatures extraordinarily high Mental strength, the attercop is completly immune to all mental attacks except illusions. These metnal attacks always suceed. The attercop is a solitary hunter, allowing no othes of its kind witin 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 themselvers. The attercop's dlae resistant web sometimesa streches over an area of 60 meters in diameter. Creatures captured in thie web need to makle a DC 5 strength check to escpae. Any loot found in an attercop's web si emerely undigestible waste to the spider. The lil, commonly take refuge within or behind attercop webs, although some fall prey to the spider.

Attercops Abulare

Blackuns

Stats: Attercops Abulare 'Blackuns' (1d4 (2)): Init +2; atk bite melee +2 (1d4+1); AC 16; HD 3D7 hp 12 each; MV 50'; 1d20; SV Fort +0, Ref +0, Will +1

Mutations: (P) Electrical generation (14), (M)Immune to mental Attacks except Illusion

Description: Attercops, also know as Blackuns, are mutated garden spiders. They have long bristles across their bodies, making them unpalatable prey to all but the largest creatures. They have 12 eyes located all over their head, giving them 360 degree sight. Two types of attercops exist, one dwells strickly in its huge web, while the second (Attercop Abulare) is an active hunter, preferring ot use its web only to shackle its prey

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 Sterngth Check to escape. Attercops keep their prey as long as four days before they settle down to feed. Becasuse of the creatures extraordinarily high Mental strength, the attercop is completly immune to all mental attacks except illusions. These metnal attacks always suceed. The attercop is a solitary hunter, allowing no othes of its kind witin 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 themselvers. The attercop's dlae resistant web sometimesa streches over an area of 60 meters in diameter. Creatures captured in thie web need to makle a DC 5 strength check to escpae. Any loot found in an attercop's web si emerely undigestible waste to the spider. The lil, commonly take refuge within or behind attercop webs, although some fall prey to the spider.

Fleshins

Flying Fish

Stats: Fleshins 'Flying Fish' (2d8 (9)): Init -1; atk bite melee -2 (1d16-3); AC 12; HD 4D7 hp 16 each; MV or Fly 27'; 1d20; SV Fort -3, Ref -3, Will -3

Mutations: (P) Shapechange (10) gator only, New body parts, spines, poison spines (intensity 15 delilitative). Immune ot own poison, Feeding Frenzy

Description: These 6 foot long fish live only in large bodies of water, however, they are able to leap into the air and dlide using their broad pectoral fins as wings. They can spend an unliminted amount of time gliding, actually flapping their fins to gain speed and height. However after 5 rounds they need to return to the water or they suffocate in the air. Fleshins may shapechange into an gator at will and can maintain this form for as along as 24 hours. While in this form, the Fleshins have the physical appearance and naturla AC of an gator. The tentacles they gain in the transformation use debilitative poison, though, not gator paralytic poison. The fleshin is physically related to the flying dish, but its mind is far closer to that of the shark. They tend to swim in small schools, hunting and marauding both above and below the water. Unwary birds and dish of any sie are common prey. The scent of glood can bring fleshins from kilometers away.

Behavior: Fleshins are strickly carnivores, attcking anything and everything when they are hungry. The scent of blood in the water can drive them into a feeding frenzy, initated 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 sucessful, 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.

Katkins

Cat Folk

Stats: Katkins '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

Description: 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 othrr 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 know 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.

Sarbises

Varks

Stats: ; atk 2x x claws melee (1d4); AC 12; HD 5D7 hp 20; MV 14' or Burrow 5'; 1d20; SV Fort -1, Ref +2, Will +0

Mutations: (P) Heightened senses-Sight, Smell, Taste, Directional sense

Description: The sarbis looks strikingly like a 2-Meter tall bipedal aardvark. Its body is covered with coarse yellow to gray fur, and its face is dominated by a long snout. The hands, while manipulative, end in powerful claws good for digging and fighting.

Combat: 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.

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.

Ba'crolbai

Endlessly Running Beast

Stats: Ba'crolbai 'Endlessly Running Beast' (5d10 (27)): Init +2; atk antlers melee +7 (1d3+6) and antlers while charging melee +7 (1d8+6); AC 10; HD 3D7 hp 12 each; MV 120'; 1d20; SV Fort +0, Ref +0, Will -1

Mutations: (P) Atmovore, Speed Increase

Description: This quadruped looks like a cross between a horse and a lizard. It has a equestrain shape with scaley black hide. On its head are three antlers that are interweisted and curve forward that can reach up to 5' in length. A Ba'crolbai can run fill tilt for more than 12 hours without overly exerting itself. They only need to sleep 3 hours a day. It will eat as it runs by consuming microorganisms and bugs. Because of this extreme metabolism, it only has a lifespan of 2 years. It is the fastest land animal that can be tamed and used as a mount.

Behavior: The Ba'crolbai can start a charge with a run of 15 feet.

Ba'mutan

Rock that Gasses

Stats: Ba'mutan 'Rock that Gasses' (2d3 (2)): Init +5; atk bite melee +9 (1d12+6); AC 16; HD 11D7 hp 44 each; MV 20'; 1d20+1d16; SV Fort +2, Ref -1, Will +2

Mutations: (P) Shell, Absorption - Physical, Reflection - for Non-Mental Attacks), Gas Generation

Description: Ba'mutan are gentle herbivores that have evolved into extremly large, well-defended creatures. They resemble a copper colored armadillo with a dragon's head. They can grow up to 30 feet in length, and they are over 12 feet tall. They areprimaryly noctural and thus almost completly blind in the daylight. However their hearing is excellent and can get around with just that sense. Ba'mutan have large shells that can concile the formation of a "land pearl". A little less than half of the Ba'mutan out there have these pearls. There is no way to determine if a given Ba'mutan has a pearl outside of killing it and spending four days extracting it from its sell. Because of this, over time the Ba'mutan who were solitary creatures have become extinct and the only surviving creatures are herd animals. This means taht groups of these creatures will be found together and attacking one to extract its pearl will cause the whole herd to panic and attack.

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

Ba'sled

Rock that Burrows

Stats: Ba'sled 'Rock that Burrows' (1d4+1 (3)): Init +3; atk 2 x claws melee +8 (1d3+6); AC 15; HD 7D7 hp 28 each; MV 30' or Burrow 30'; 1d20; SV Fort +1, Ref -1, Will -1

Mutations: (P) Ultravision, Infravision, Sonic Roar

Description: Ba'sled appear as gray, hunched-over bipedal humanoids with long, apeish arms ending in large claws. If they stand still they can pass for rocks using the same rules Plantients can to hide. They have a goat-shaped head with two wide set eyes. They are extremely billigerent towards intelligent life forms.

Behavior: The Ba'sled is extremly billigerent towards intelligent life forms. They can seldom be bargined with with or telepathically communicated wiht because of their attitude. They can dig through anything but metal at their normal movmeent rate, clawing right through stone walls as if they were so much clay. They often make traps by digging undergound 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 additino 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 ba'sled. They are immune to their own sonic roars.

Blassut

Giant Moth

Stats: 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 Powers Infravision

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

Behavior:

Bofs

Bigguns

Stats: Bofs '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

Description: Bofs are 2.5 meter tall buffalo who walk on their two hind legs that end in hoofs. Their hands have 4 fingered hands with thumbs. Their heads and shoulders are extremely hairy. Their hands are somewhat less hairy, while their torso and leg are smooth skinned.

Behavior: Bufs are extremly stubborn, mercenary in all their dealings, and not to be truested 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 lotalty to an individual who has saved his life; this will overrise all thoughts on double crossing the person that saved them.

Boomerth

Bang Bush

Stats: 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) Mobilty, Increased Senses - Vibration. Physical Reflection - Fire, Berries

Description: The boomerth looks like any one of many fruit bearing plants in Gamma World, with the exception that is can pick and throw its own explosive cheeries. The boomerth can even manage some limited mobility by shuffling its roots. It mainly uses its attack and movement to defend itself.

Behavior: The reason the Boomerth needs to defend itself is that it also grows berries that provides 1d10 healing to any creature who consumes on. The Boomerth can grow 4d20 berries a seaon. If all berries are picked from the Boomerth than the plant goes dorment 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 socities and archaic allaiances.

Bu'Daan

That Which Flies the Moon

Stats: 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 - Electro-Magnetic Electrical 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)

Description: The Bu'Daan resembles a huge weasle with great bat wings and is extremely rare. It usally lives in high areas and its fur brings and enormus price.

Behavior:

Chotslith, Large

Bristle Snake

Stats: 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

Description: The Choslith is a mutated snake that is covered in 5 - 10 inch needle-like spikes. It is a constrictor and attacks by enveloping its prey and constricting around them. Once it has wrapped itself once around the prey it will start to bite it as well. The Choslith hunt by smell and are just a deadly at dark as in the light of day. They are found in all climates except artic.

Behavior: The Choslith will roll to hit with the coils and if it is sucessful 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

Stats: 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

Description: The Choslith is a mutated snake that is covered in 5 - 10 inch needle-like spikes. It is a constrictor and attacks by enveloping its prey and constricting around them. Once it has wrapped itself once around the prey it will start to bite it as well. The Choslith hunt by smell and are just a deadly at dark as in the light of day. They are found in all climates except artic.

Behavior: The Choslith will roll to hit with the coils and if it is sucessful 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.

Daycut

Bird Friend

Stats: 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 Bling, Light Generation (M) Absorption-Sonics

Description: (Mount) Daycuts are four-meter tall bipedal birds who have no flight wings, but are covered with large feathers. Once properly trained, a daycut will tolerate a saddle, but prefers a rider who rides bareback. Daycuts can be found in most geographical locations and come in a wide variety of plumage and colors to match their native surroundings.

Behavior: An opponent who wishes to attack a weaving Daycut does so at -2 dice if the Daycut is not carrying a rider and -1 dice if they are carrying a rider. Once in battle, daycust are quite fierce and lotal. 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 back up and reutn him to safety.

Ed Eps

Paradise Tree

Stats: #VALUE!

Mutations: (P) Invunerable to fire, heat, and checmial defoliants.

Description: The paradisde tree is very rare and quite small. It looks like a heavily nut-laden oak tree. The tree never grows anywhere closer to another one, can not be harmed by fire, heat, or chemical defoliants. It can ether be extremely hardy or very frail. It produces a varity of nuts from other trees.

Behavior: Bazil Nut: 1/50 hit points. This dark brown nut contains an extremly 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 simular to the spore in the Brazil nut, and it behaves the same way, except 20 minutes later the victim will completly revie none the worse for wear. These nuts are prized among some tribes for religious rites. Additionally healers use them to stabalize extreme victims while they operate on them. Acorn (1 / 25 hit points). This nut imediately retuns 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

Stats: #VALUE!

Mutations: (M) Temporal Fuge

Description: The Ekola are 6 inch long mammals that closely resemble kangaroo rats. They have four limbs and a prehensile tail, but most of their movement is primarly done by hopping on their hind legs. When hopping the tail is wound around the body trunk to protech it. Naturalists believe that an ekotla's tail is as sensitive as a human fingertip and can easily sort and pick up even minute items. Their body is covered with soft, long fur that is either all white, black or black and white stripes.

Behavior: They make for great pets and can be trained numerous tricks and commands. They can learn 1d16 seperate command phrases. They are hunted in the wilderness for their warm fur to line gloves and shoes.

Frid Esk

Phoenix Hedge

Stats: #VALUE!

Mutations: (P) Increased Sense - Smell, Radar / Sonar.

Description: Phoenix hedages are long low hedges that perfectly match other, normal hedges in the same geographic locale. They are called phonexis hedges because they can be hacked burned, radiated, checmically defoliated, etc, and they will still grow back within a week.

Behavior: If the roots of the Frid Esk are exposed they will emit a radiation plast of 1d6+6 intensity to everyone within 30 feet. The jaws amd spikes are hidden under large leaves and can not normally be seen.

Holcut

Ugly Friend

Stats: 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

Description: The Holcut stand 4 feet tall at the shoulders and are mutant dogs with skin that looks like a rhino's. They have two rows of teeth in their mouths that they use to tear meat. They also have strange looking muzzles that house their elaborate olfactory system. They are immune to any sort of gas attack.

Behavior: They love wallowing in the mud. They make excellent pets. If they are encountered in the wild, they are extremely dangerous and are fearsome predators.

Krea

Hateful

Stats: 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.

Description: The Krea looks like a nightmare. It is a snail that stands just over 5' in neight. The head of a Krea is a lime green frog like head. Four 15 foot tentalces splay out from beneith the head. It has a great gaping mouth that is lined with bony ridges as sharp as meat cleavers.

Behavior: Krea are incredibly destrivtive 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.

Mut Choo

Gas Plant

Stats: 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 or Fly 10'; 1d20; SV Fort +0, Ref -1, Will -1

Mutations: (P) Increased Sense - Sight/Smell/Hearing; Flight- Gas Bags

Description: Mut choo are 3 to 4m diameter plants that produce their own gas, inflate, and float through the air. They float about 7m above the ground but have many mutations that allow them to satisfy their carnivorous appetites. Each mut choo is covered with throwing thorns, has manipulative vines hanging from it that are tipped with barbed leaves, and have hundreds of tiny tendrils hanging from the bottom that act as boring tendrils when the plant floats down on an unconscious victim. The mut choo will deflate itself after eating excessively, and look like a large patch of vine-like vegetation on the ground. When it wishes to hunt, it increases its metabolic rate and inflates itself, then floats away.

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.

N'thlai

Strange Ones

Stats: 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 Cpabaility; 6=Intuition; 7=Leitation; 8=Mental Blast;9=Mental. Control; 10=Pyrokinesis

Description: The N'thlai are three meters tall, have two long barbed, triple-jointed legs, and have four two-meter tentacles extending from a barrel chest. At the end of the tentacles are eight-digit hands that they use with complete dexterity. Their head is heart-spahed, vleaved down the middle. On the right and left sides of their head are 60-cm long comb feelers, simular to those found on moths. In addition, around their heads are clusters of multiple optical organs. At the bottom of their face is a huge circular origice that serves as a moth. Inside are thousands of writing, worlike tounges and flat, griding ridges used for chewing. They suck up munched protine through ta hollow tongue.

Behavior: The feelers and "eyes" combine to give the n'thlai radar/sonar and 360 degree sight. They can not be surprised. Vegitarians, Nature Worshippers, Healers, Comando Fighters.

Nep Ep

Death Trees

Stats: Nep Ep 'Death Trees' (1d2 (1)): Init +8; atk electrical x discharge +5 (1d7, 10'); AC 16; HD 16D5 hp 48; MV 0'; 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

Description: The narl ep resembles any of a myriad of conifers; pine trees, spruce, evergreens, etc. It cannot move and cannot attack at any distance, but has various mutations that allow it to kill prey close by, which then decomposes and provides nutrients for the tree. The usual form of attack for anything close to the nep ep is to grab or trip it with the roots, hoping it will, in its struggle to break free, either brush against the contact poison sap or come within range of the tree's electrical discharge. The roots extend out in a 7m radius from the trunk, so the aromatic power can easily lure prey within range of the roots.

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 sort under the tree, usually buried beneath the fallen needles. The GM shoud 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.

Ny'an

Deadly Tail

Stats: 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)

Description: Ny'an are leathery, mammalian creatures with two wings, no legs, and a long tail with a stinger. At a quick glance they can be mistaken for obbs. Ny'an prefer caverns, ruins, and other dimly lit areas where they can lurk about.

Behavior:

Omnitar

Mirrored Ones

Stats: #VALUE!

Description: The omnitar are atmovores, that is, they exist withour consuming any plants or animals, just microbes found in the air. They resemble 1.5m tall crystalline cones that have millions of 10cm bristles underneath that provide locomotion. So smooth is the bristling action that it looks like the omnitar is floating on air and just brushing the ground.

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.

Prot Eps

Defense Tree

Stats: #VALUE!

Mutations: (P) Total Immunity

Description: Prot eps are the most ancient of trees, surviving the original holocaust by constantly adapting until they could not be killed. Prot eps cannot take damage from any kind of attack, natural or artificial. No disease, insect, or plant life can affect them. Their roots are like steel cables travelling miles below the ground. They cannot be knocked over, torn up, or driven into the ground. They have bark like a birch, leaves like a maple, but are pure white in color, and grow to the shape and size of an old oak. Chemical defoliants, radiation, or anti-matter will wither all the vegetation around them but cannot even change their color. They only die of old age, and that is after thousands of years. Some civilizations revere them as gods, others build their villages around their trunks or in their branches. There is no safer place for a party of adventurers to camp overnight than in the branches of a prot ep, as attacks cannot usually penetrate the foliage surrounding them and very few dangerous creatures seem to be able to live or hunt in them (usually snakes can survive).

Behavior: Prot eps cannot take damage from any kind of attack, natural or artificial. No disease, insect, or plant life can affect them. Their roots are like steel cables travelling miles below the ground. They cannot be knocked over, torn up, or driven into the ground. They have bark like a birch, leaves like a maple, but are pure white in color, and grow to the shape and size of an old oak. Chemical defoliants, radiation, or anti-matter will wither all the vegetation around them but cannot even change their color. They only die of old age, and that is after thousands of years. Anyone attempting to make armor from a prot ep will discover that any bark or leaves crumble to dust 1d6 hours after they are removed.

Quanakus

Moving Barricade

Stats: Quanakus 'Moving Barricade' (1d4 (2)): Init +5; atk manibles melee +9 (1d10+6); AC 14; HD 11D7 hp 44 each; MV 30'; 1d20+1d16; SV Fort +1, Ref -1, Will -1

Mutations: (P) New Body Parts - Sensory Antenna (see below), Physical Reflection - radiation; Absorption - light

Description: This brilliantly striped insect is 5m long, 2m wide, and 1.75 meters thick. It's bright yellow, two-meter long antennae are the only sensory organs it has.

Behavior: It cannot be affected by gas, poison, sonics, etc. The quanakus can withdraw its legs and antennae into its shell and lower sections of its carapace into place, covering its extremities. When this is done, the insect increases its AC by 4. The quanakus can be trained to go into it's "barricade" mode on command. The rider can then use it as hard cover, affecting his armor class as a shield (+1 AC). This long beast can carry up to four passengers and quite a lot of cargo at one time. It can travel over most terrain, including up formidable cliffs, and is too dumb to bolt. It can be found in most terrains and is quite dangerous in the wild.

Rakees

Nuts

Stats: Rakees 'Nuts' (1d6 (3)): Init +1; atk bite melee (1d3-1); AC 10; HD 1D7 hp 4 each; MV 15' or Fly 30'; 1d20; SV Fort +0, Ref +0, Will -1

Description: They appear as 1 meter tall flying squirlls who now walk on two legs, have manipulative paws, and can speak. They can spread the membranes that streach from their hands to their feet, leap off a high area, and glide.

Behavior: A Rakee can not be killed. He regeerates completly in one turn, no matter how he was destroyed. Rakee's will bind themselves to the strongest opponent they think will have the ability to finally kill them, and once they do get killed they will continue to return to this opponent in hopes of making their death last longer. If the opponent doesn't engage after 3d3 attempts they Rakee will find someone else to attack and follow. If the opponent does engage, than the Rakee will bind themselves to this new master until someone more powerful comes along and impresses the Rakee.

S're'daan

That Which is Dependable

Stats: S're'daan 'That Which is Dependable' (1d10 (5)): Init +4; atk bite melee +5 (1d12+3) and horn melee +5 (1d8+3); AC 13; HD 7D7 hp 28 each; MV 20'; 1d20; SV Fort +0, Ref +0, Will -1

Description: The S're'dan is a mutated ant eater. It has a barrel-chest with a bright red-mane covering much of its entire body. It is within this mane that the rider travels. It has a thick, 3 foot tail and a bony head with a horn on it. The S're'dan has large sad looking brown eyes. The S're'dan is an insectivore and uses its long, purple tongue to eat as it travels and therefore doesn't need to rest often as long as their are bugs for it to eat.

Behavior: The S're'dan is an extremly hardy mount and are quite peaceful. They can be trained to bite and attack with their horn on command. If they charge a target they will double any normal damage done via a charge attack. They have an extremely good sense of smell and can track sents. If a character owns a S're'dan for a long period of time it will become devoted to them. There have been many recorded cases where a S're'dan will burrow under a fallen master, work them onto its back and reutn back to the settlement with them. S're'daan prefer plains and verldlands.

Sheezu

Climber

Stats: Sheezu 'Climber' (1d6 (3)): Init +2; atk bite melee +1 (1d3) and 4 x claws melee +1 (1d3); AC 11; HD 1D7 hp 4 each; MV 30'; 1d20; SV Fort +0, Ref +1, Will +0

Mutations: (P) Absorption - Acid

Description: Sheezu are small eightlegged mammals with long, silky hair and adorable, almost human faces. Wild and domestic sheezu come in various hues. Their multiple legs and razor-sharp claws allow them amazing climbing abilities (as per Land Speed), even on almost sheer surfaces. Furthermore, they are some of fastest diggers.

Behavior: The Sheezu can completely bury themselves in 3 turns. If a sheezu feels threatened and bites, it immediately salivates its acidic digestive juices into the wound, causing an additional 1d4 points of damage. This always happens on the first bite, but thereafter occurs on alternating turns. The sheezu can keep biting every turn, but can secrete acid only every other turn. They can use four of their eight claws during any turn unless a character or creature makes the mistake of picking them up or turning them on their back, whereupon they can use all eight claws and their bite. Sheezu make wonderful pets and will never use their claws or bite and acid unless they feel extremely threatened. A qualified animal trainer can teach a sheezu a maximum of three commands or "tricks".

Shez'ur

Spiked Flyer

Stats: Shez'ur 'Spiked Flyer' (10d10 (55)): Init -2; atk flock melee -1 (1d3-2); AC 11; HD 1D7 hp 4 each; MV 5' or Fly 15'; 1d20; SV Fort +0, Ref -2, Will -2

Mutations: (M) Racial Mind

Description: Maroon Birds, 16cm in length, covered in black spikes. They make strange, almost electronic sounds. They live in holdes in the round or in among rocks and cliffs. They always travel in flocks and act as a single unit

Behavior: The Shez'ur Attack together. When attacking the birds everyone suffers a -2d to hit due to their size. The birds themselves will attack one target at a time. They will cause 1d10 for every 10 birds in the flock. Their spikes effectively reduce all AC by 3. An attacked character can not see through the swarm. Movement is reduced to one quarter if more than 30 birds attack. They are generally peaceful, unless their nests are threatened or loud noises frighten them.

Sho'day

Bird of the Moonlight

Stats: Sho'day 'Bird of the Moonlight' (2d10 (11)): Init +3; atk beak melee +2 (1d8) and 2 x talons melee +2 (1d5); AC 11; HD 5D7 hp 20 each; MV 5' or Fly 30'; 1d20; SV Fort +1, Ref +0, Will +1

Mutations: (P) Infravision, Regeneration (M) Empathy, Thought Imitation, Telepathy, Total Healing - Others

Description: (Pet) Sho'day are nocturnal birds that avoid confontation and are extremely curious. They will circle low over encampments and sometime "buzz" them to get a better look at those sitting around the campground. They love hot food of any kind. If the campground has any, and the campers are friendly, they will attempt to land. The Sho'day nest in trees and tall rocks and soar to incredible heights when hunting, they usually hunt small mammals or fish. They have incredible sight, are completly black, and have a wingspan of over 6 feet.

Behavior: The Sho'day are treated extremly well and they are certain of this through the use of their empathy and telepath mutations that no harm is intended to them, they will trade hot food for the use of their Total Healing Others Mutation. This mutation can only be used on other organisms and only 4 times a week. Sho'day can be trained by a character if they have the talent of training animals, the bird has been exposed to the trainer since being a chick, and suitable time and expereince is dedicated to the task (up to the Judge)

Smokerth

Flaming Bush

Stats: #VALUE!

Mutations: (P) Combustibility

Description: Smokerths are harmless little bushes that are easily ignited. If a character were to strike the bush, fall into it, etc. it bursts into flame.

Behavior: This will cause 1d6 points of damage to anyone touching the bush. Otherwise, the smokerth burns for 5 minutes, providing a signal flare, and easy method of starting a campfire, etc. Smokerths can be found in every climate but the arctic cold. They never grow close enough to each other to start a chain-reaction and a forest fire.

Smovbai

Iron Beast

Stats: Smovbai 'Iron Beast' (1d4 (2)): Init +3; atk head butt melee +2 (1d5) and charge and trample melee +2 (1d20); AC 15; HD 7D7 hp 28 each; MV 20' or Swim 20'; 1d20; SV Fort +1, Ref -1, Will -1

Mutations: (P) Dimisnished Smell (M) Directional Sense, Absorption-Radiation

Description: (Mount) The smovbai is a short, six legged reptile with a brown plated body and mottled grey head. It resembles a small triceratops without horns. It has a plate / crest around its headthat can flare out when the smovbai wishes it, and allow the rider to sit on the neck. Once in position the rider is considered to be better protected from all attacks that don't come from the front. The Smovbai are found around swamps, marshy areas, along rivers and lakes and other areas where there is a lot of standing water.

Behavior: Any creature 7.5' tall may ride a Smobai. When riding a Smovbai a character is considered to have +2 AC. When charging and trampling the victim who is sucessfully hit has a -2 AC each to the next round in an attempt to continue the attack. If the target fails this, then they lose their movement and take another Charge and trample attack.

Sre'froth

Invisible Glider

Stats: #VALUE!

Description: Sre'froth are lifeofrms that resemble two to three meter transparent gelatinous planes. Their origins are unknown, but they are thought to be amphibians who learned how to glide. They are definitely not flyers. Sre'froth can blend in anywhere, crawl up any surface, and attach themselves on anything, even ceilings, by secreting a warm, sticky fluid as they move.

Behavior: Thousands of transparent cilia on their bodies can "feel" body heat within a 50 foot radius, high heat can be felt at even greater distances. Sre'froth feed on animals they detect and come into contact with by wrapping around them, somewhat like plastic food wrap, and secreting strong acid around the prey. This usually dissolves their victims in a very short time and the ooze that is left over is absorbed into the sre'froth as straight protein. Their damage is considered to be intinsity 2d6+4 poison/ corrosive. Damage from this special type of attack is per turn of envelopment. The outer protein (clothing, hide, armor, etc.) must be eaten away before the character takes damage, unless a large portion of their body is exposed. Use the following chart to determine the time required by the sre'froth to consume different types of materials. Remember, any equipment the sre'froth comes into contact with will also be affected. Cloth, Vegetation, Wood, Common Plastics, and Most synthetics survive for 1 turn. Light metals and Heavy Plastics survive for two turns. Heavy Metals and Plastic / metal alloys will survive for three turns. Ceramics, Glass, Curalloy and certain other materials are not effected. Sre'froth can only be hurt by poison, sonics, super-strong acids (Intensity 17+), fire, or drowning. Once they have climbed to a height of at least 10 feet they can launch themselves into a silent glide. The distance of the glide cannot exceed the height of their climb. On the ground sre'froth are 95% undetectable by sight, when gliding this drops to 75%. They cannot sense body heat through ba'mutan hides and those characters protected by such can pass by sre'froth undetected. Ruins, caves, deep woods, buildings, and canyons are their favorite environs but they can be found anywhere.

Sucslith

Sucker Snake

Stats: Sucslith 'Sucker Snake' (1d4+1 (3)): Init +2; atk bite melee +7 (1d3+6); AC 13; HD 3D7 hp 12 each; MV 31'; 1d20; SV Fort -1, Ref +0, Will -1

Mutations: (P)Chameleon Powers

Description: The entire body of a sucslith, usually over 6 feet long, is covered with sucker -like discs and barbed tendrils. The snake's ability to crawl anywhere is amazing (equal to its land speed on any surface but liquid, which reduces its speed by half). It prefers to climb up to a vantage point, usually about 3m above the surface and stay there indefinately until prey comes along. It is a chameleon and can match its surrounding coloration in 5 turns.

Behavior: The sucslith is able to fast for weeks, and can recycle its body fluids, negating the necessity of moving to find moisture. When attacking, the sucslith normally uses its web first. This web can work in one of two ways. Either it can be used to "catch" a small target (range 6m) or it can clog up a 3m area. This second type of web is suffciently thick enough to slow the movement of anyone in the affected area to half speed, except for the sucslith itself, which has no difficulty moving through its own or another suslith's web. The web has a strength of 20. Oftentimes this intelligent snake will lay down its thick web underneath rotting floorboards or during a leaf fall, knowing it will be camouflaged. It will then perch at a vantage point above the webbed area and wait for a good sized victim to come along. Once the creature is slowed down by the ground web, the sucslith will cover it with another web, thus preventing its prey from seeing or using its appendages for combat. Then, the sucslith drops down on the hapless victim and enters the web, biting until the creature is dead. Unfortunately, sucsliths can be found anywhere, though they tend to avoid deserts and deathlands.

Tsorsut

Giant Bat

Stats:

Description: The Tsorsut is a huge creature descendat from a foxbat. It hunds both night and day and is smart enough to stay away from people, but wil lsometimes run into them at night whe it is looking for its favorite food, the Blassut. It is at this time that most attacks on people take place for if the Tsorsut can not catch a Blassut easily, it will snatch anything else up that is edible including people. They usally nest in ravines, canyons, and large caves or trees Bu'daan prefer them as food.

Behavior:

Vene'aMub

Villain that Hides and Kills

Stats: Vene'aMub 'Villain that Hides and Kills' (1d4+1 (3)): Init +2; atk 2 x "hands" melee +8 (1d4+6) and tail melee +8 (1d3+6); AC 15; HD 7D7 hp 28 each; MV 20'; 1d20; SV Fort +0, Ref -2, Will -2

Mutations: (P) Collapsible Exoskeleton

Description: The Vene'a'mub is simular to a six legged scorpion with large, four gitit hands instead of pincers. A bludgeon tail instead of a stinger, and a lizard like head that weaves back and forth on a thick muscular neck. They are usally colocred an oily blue when they are not camouglaged. They have the intelligence and ability to cover themselves with their surroundings for their own safety or to trap prey.

Behavior: The Vene'a'mub only attacks when hungry or if walked on, a common occurance considering its camouglage abilities. It is also able to alter its exoskeleton to be wide or thinnger, thereby flattening itself. Their favorite food is vone marrow, which it feeds on after splintering the bone of its prey with its bare hands. Because of this, they prefer mammals, and love slightly mutated ones. They will always attack the mutants first.. They are very curious and can be found in most climates.

Abomination

Stats: Abomination '' (1 (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) Phtotosynthetic 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), Tempral Fugue (12), Life Leech (14), Cryokinesis(8)

Description: The abomination is part plant and part lizard. Its origin is lost in the mists of time, but it is known that no other creature like it exists on the continent. The scaled / bark body has no defined shape to it, 3 foot long claes tipped lims stick out at seemingly random places. Its head is flat bony protrusion with a mass of short thick tentacle / branches surrounding it like a collar. Its mouth is toothless, merely an entrance to the acid filled belly.

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

Abomination Claws

Stats: Abomination Claws '' (1 (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

Description: Large claws attached to tendrils that act as legs.

Behavior: Can leap 2 meters in any direction each turn

Android

High Thinker

Stats: Android 'High Thinker' (1 (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

Description: Man-made beings with red hued skin and blank stares.

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

Android

Body Guard

Stats: 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

Description: Man-made beings with red hued skin and blank stares.

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

Bounder

Stats: #VALUE!

Description:

Behavior:

Batslith

Spinning Snake

Stats: #VALUE!

Description:

Behavior:

Conola

Hungry Ball

Stats: #VALUE!

Description:

Behavior:

Cynl'xon

Yellow Living Mold

Stats: #VALUE!

Description:

Behavior:

Debgon

Crested Dragon

Stats: #VALUE!

Description:

Behavior:

Equinoid - Race

Man-Beast

Stats: #VALUE!

Description:

Behavior:

Erdgon

Finned Dragon

Stats: #VALUE!

Description:

Behavior:

Felgon

Studded Dragon

Stats: #VALUE!

Description:

Behavior:

Fhotl'Xon

Orange Living Mold

Stats: #VALUE!

Description:

Behavior:

Gelgon

Plated Dragon

Stats: #VALUE!

Description:

Behavior:

Guman

Flat Render

Stats: #VALUE!

Description:

Behavior:

Indie

Black Block

Stats: #VALUE!

Description:

Behavior:

Inslith

Black Snake

Stats: #VALUE!

Description:

Behavior:

Jemagon

Glass Dragon

Stats: #VALUE!

Description:

Behavior:

Kraw

Demon

Stats: #VALUE!

Description:

Behavior:

Mught

Gas Cloud

Stats: #VALUE!

Description:

Behavior:

Nogl'Xon

Grey Living Mold

Stats: #VALUE!

Description:

Behavior:

Rakrods

Horned Rats

Stats: #VALUE!

Description:

Behavior:

Rismish

Sticky Jelly

Stats: #VALUE!

Description:

Behavior:

Rodcut

Rat Friend

Stats: #VALUE!

Description:

Behavior:

Rodqas

Zap Mice

Stats: #VALUE!

Description:

Behavior:

Rrerslith

Cold Snake

Stats: #VALUE!

Description:

Behavior:

Sarbis - Race

Earth Pigs

Stats: #VALUE!

Description:

Behavior:

Sergon

Master Dragon

Stats: #VALUE!

Description:

Behavior:

Shinarl

Watery Slime

Stats: #VALUE!

Description:

Behavior:

Skyzorr'n - Peon

Giant Ants

Stats: #VALUE!

Description:

Behavior:

Skyzorr'n - Queen

Giant Ants

Stats: #VALUE!

Description:

Behavior:

Skyzorr'n - Sacred Warriors

Giant Ants

Stats: #VALUE!

Description:

Behavior:

Skyzorr'n - Warriors

Giant Ants

Stats: #VALUE!

Description:

Behavior:

T'Brath

She Who Consumes

Stats: #VALUE!

Description:

Behavior:

Verbat

Spinning Guardian

Stats: #VALUE!

Description:

Behavior:

Wedl'Xon

Red Living Mold

Stats: #VALUE!

Description:

Behavior:

Woo'N

Shining Being

Stats: #VALUE!

Description:

Behavior:

Xanqas

Shocking Mildew

Stats: #VALUE!

Description:

Behavior:

Timon

Stats: #VALUE!

Description:

Behavior:

Timon's Dabber Agents

Stats: #VALUE!

Description:

Behavior:

Ermon

Stats: #VALUE!

Description:

Behavior:

Ranse

Stats: #VALUE!

Description:

Behavior:

Jonn Dukas

Stats: #VALUE!

Description:

Behavior:

N'Yark

Stats: #VALUE!

Description:

Behavior:

Alynor d'Vrie

Stats: #VALUE!

Description:

Behavior:

May'Jir

Stats: #VALUE!

Description:

Behavior:

Mentus

Stats: #VALUE!

Description:

Behavior:

Shiir'ka

Stats: #VALUE!

Description:

Behavior:

Hrierf

Thing of the Mind

Stats: #VALUE!

Description:

Behavior:

Kiikce

Feathered Love

Stats: #VALUE!

Description:

Behavior:

Nytacal

Deadly Emerald Flying Insect

Stats: #VALUE!

Description:

Behavior:

Unsut

Spider Friend

Stats: Unsut 'Spider Friend' (1d8 (4)): Init +7; atk acid spit +5 (1d3+3, 100'); AC 15; HD 7D7 hp 28 each; MV 45'; 1d20; SV Fort +2, Ref +3, Will +0

Description:

Behavior:

Y'Zor

He who is a warrior

Stats: #N/A

Description:

Behavior:

Wed Tsurp

Red Bat-like Humanoid

Stats: #N/A

Description:

Behavior:

Anfal

Man with Tails

Stats: #N/A

Description:

Behavior:

Carrday

Bird Rulers

Stats: #VALUE!

Description:

Behavior:

Nort

North

Stats: #VALUE!

Description:

Behavior:

Scar

Oscar

Stats: #VALUE!

Description:

Behavior:

Freleng

Stats: #VALUE!

Description:

Behavior:

Norien

Stats: #VALUE!

Description:

Behavior:

Partha

Stats: #VALUE!

Description:

Behavior:

Timon

Stats: #VALUE!

Description:

Behavior:

Sutkins

Giant Bramble

Stats: #VALUE!

Description:

Behavior:

Gri'xon

Green Living Mold

Stats: #VALUE!

Description:

Behavior:

Ini'xon

Black Living Mold

Stats: #VALUE!

Description:

Behavior:

Ashi'xon

Gamma Living Mold

Stats: #VALUE!

Description:

Behavior:

Badgon

Digging Dragon

Stats: #VALUE!

Description:

Behavior:

Frothgon

Gliding Dragon

Stats: #VALUE!

Description:

Behavior:

Ghitgon

Air Dragon

Stats: #VALUE!

Description:

Behavior:

V'ath

That which is hideous

Stats: #VALUE!

Description:

Behavior:

Albilope

Climbing, Crescent Deer

Stats: #VALUE!

Description:

Behavior:

Pierinhorl

Black Porcupine / Bear

Stats: #VALUE!

Description:

Behavior:

Pierinhorl

Black Bear

Stats: #VALUE!

Description:

Behavior:

Suthorl

Giant Porcupine

Stats: #VALUE!

Description:

Behavior:

Juog

Grey Ape

Stats: #VALUE!

Description:

Behavior:

Helslith

Demon Snake

Stats: #VALUE!

Description:

Behavior:

Maali - alone

Tall Slasher

Stats: 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

Description:

Behavior:

Maali-Village

Tall Slasher

Stats: 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

Description:

Behavior:

Harod

Powdery Snow Rat

Stats: #VALUE!

Description:

Behavior:

Lajjin

Blue Wing

Stats: #VALUE!

Description:

Behavior:

Irnslith

Ribbon Snake

Stats: #VALUE!

Description:

Behavior:

Hyri'xon

Living Ice Mold

Stats: #VALUE!

Description:

Behavior:

Hophar

Snow Rabbit

Stats: #VALUE!

Description:

Behavior:

Hargon

Snow Dragon

Stats: #VALUE!

Description:

Behavior:

Crep,White

Stats: #VALUE!

Description:

Behavior:

Czonk

Stats: #VALUE!

Description:

Behavior:

HarlanQuade

Stats: #VALUE!

Description:

Behavior:

Etar

Plains People

Stats: #VALUE!

Description:

Behavior:

Brutus

Stats: #VALUE!

Description:

Behavior:

Cool Jules

Stats: #VALUE!

Description:

Behavior:

Coote

Stats: #VALUE!

Description:

Behavior:

Drona

Stats: #VALUE!

Description:

Behavior:

Hugoth

Hungry Mountain

Stats: Hugoth 'Hungry Mountain' (1 (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)

Description:

Behavior:

Jut

Stats: #VALUE!

Description:

Behavior:

Krone

Stats: #VALUE!

Description:

Behavior:

Markus Dema

Stats: #VALUE!

Description:

Behavior:

Nik'toth

Stats: #VALUE!

Description:

Behavior:

Nos'ferat

Mutated moneky

Stats: Nos'ferat 'Mutated moneky' (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

Description: The Nos'Ferat are nocturnal, vampiric monkeys. They are light sensitive, primarily nocturnal, and travel in numbers more often than not. They give off an earthy oder at all times, which can be a tip-off for the wary adventurer

Behavior:

Rojak

Stats: #VALUE!

Description:

Behavior:

Silus

Stats: #VALUE!

Description:

Behavior:

Sly

Stats: #VALUE!

Description:

Behavior:

Teakel

Tear bush

Stats: #VALUE!

Description:

Behavior:

Tehwhisz

Stats: #VALUE!

Description:

Behavior:

Waja

Stats: #VALUE!

Description:

Behavior:

Waldis

Sage of Melkath

Stats: #VALUE!

Mutations: None

Description:

Behavior:

Professor Foss

Stats:

Description:

Behavior:

Colonel Robert Markus

Stats:

Description:

Behavior:

Shreelon

Stats:

Description:

Behavior:

Shreelon cyborgs

Stats:

Description:

Behavior:

Shreelon Android

Stats:

Description:

Behavior:

Shreelon Crystal Guardian

Stats:

Description:

Behavior:

Shreelon AI Unit

Stats:

Description:

Behavior:

Aeroscpids

Sky Walkers

Stats:

Description: The aerosquid is an amphibious predator, equally formidable in or out of water. Its telekinetic flight ability is constant: it essentially swims through water and air with ease. An aerosquid does not need to return to the water except to mate, so it may be encountered over all sorts of terrain in all climates but the coldest, as well as in the ocean depths. It has no need to sleep, although it will rest after a large meal. The small and completely aquatic infant form of the aerosquid is exceedingly vulnerable, so the adults are happily rare. A hungry aerosquid is an eating machine that will devour any form of animal life it can get its tentacles on.

Behavior:

Blade Whales

Rammers

Stats:

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

Behavior:

Blaster Blossoms

Zappers

Stats:

Description: The few expeditions that have made it to the lunar surface and back tell dreadful tales of the strange life forms that developed after the inhabitants of Tycho Center, the Moons only manned base, were slain by disease. (See A World Gone Mad, DRAGONissue #86, and A Field Guide To Lunar Mutants," DRAGON issue #87.) One of the mutant plants now found at Tycho Center is the so-called blaster blossom, a mutant orchid. The blaster blossom is a reactive mutant, using its powers whenever it is touched. It has two attacks. The first is a spore cloud (treated as intensity 17 con- tact poison) that can slay victims with relative ease. This is fired whenever anything touches the blossom. The sec- ond attack is a actually a series of ran- dom energy attacks, fired whenever any metallic object (such as a robot) touches the plant. In a random manner, it will use one of the following attacks (roll 1d4, one attack for one action turn): 1) inflict 3d10 heat damage up to 3 m from the blossoms flower stalk, in the direction of the thing that touched it; 2) fire an electrical bolt doing 2d26 damage up to 10 m from the blossoms flower stalk, in the direction of the thing that touched it; 3) fire an energy-draining bolt that instantly reduces all power cells within 5 m of the blossom to half energy; or, 4) energy negation activated for 2-20 action turns, within a 15 m radius. If the spores ever kill the creature who touched the plant, they will grow in the dead body and become 1-3 new blaster blossoms within three days.

Behavior:

Crusteans

Crusty 'Ubs

Stats:

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

Behavior:

Dracus

Bat Folk

Stats:

Description: Dracs are mutant, humanoid-shaped bats, with hollow bones and wings allowing them to fly normally. Their hands form part of their wings, so they cannot grasp an item and fly at the same time. At night dracs go in search of mamma- lian prey, locating it from the air and surrounding their victims with fog using weather manipulation. They will then use infravision to aim sonic blasts at their victims while staying out of reach. If cornered, they will use their fear generation talent to defend themselves. They will flee rather than fight, if at all possible. After a victim is dead or dis- abled, dracs will land and use their hollow fangs to draw all the blood from the bodies, draining 1d4 hit points per action turn from living victims until twice the number of hit points a victim possesses has been drained (leaving the victim dead and without any blood). It has been suspected that dracs were purposefully engineered by unknown beings, given their strong resemblance to the Ancients concept of vampires. Whether or not this is so remains to be seen. They do not appear to work for any higher power. Dracs will usually not carry any tools or equipment, though a rare one, usu- ally the leader of a hunting pack, will have some equipment of Tech Level II. Dracs will only associate with their own kind. They will never become hirelings or followers.

Behavior:

Encroaches

Them

Stats:

Description: Encroaches are found wherever food to their liking (i.e., food prepared for humans) is available. They inhabit ruins instead of populated cities because of their talent for turning popu- lated cities into deserted ruins. They are prolific and voracious, and there is vir- tually no way to remove them from any sort of building. Furthermore, they frequently (GMs option) carry terrible diseases similar to those used by plants with the bacterial symbiosis mutation. Encroaches are very fast for their size, but they are unintelligent and generally do not move more than a few meters in a straight line. It is their habit to spread their kind by hitching rides on more mobile creatures when the local popula- tion reaches saturation point or the food supply is exhausted (which is virtually always). Character parties will encounter encroaches in abandoned storerooms and kitchens. The little insects will pour out of cupboards and containers and try to crawl all over the party. They can be outrun by creatures faster than themsel- ves who are not surprised. Otherwise, nothing will prevent each and every character from being literally covered with encroaches. Encroaches are immune to all forms of electromagnetic, thermal and nuclear attack (and to poison as well); only direct kinetic force (squashing) will harm them. It is futile attack them en masse, since each one that is killed will be replaced tenfold. Slapping, picking off and stomping, rolling on the ground, and similar strate- gies will kill all but 1-10 per character. These will remain on a characters per- son or in his or her gear until they are brought to a new environment (which need not be too far away from the old environment) where there is food. Meanwhile, the encroaches will devour any carried food supplies that are not perfectly sealed. Any character who has housed encroaches for an hour or more will have 1-10 encroach eggs laid on his or her person, clothes, or gear. These eggs will hatch in two days, producing new encroaches ready to mate and start a new colony. The eggs will inevitably be in an inaccessible location (if that is in any way possible), but they can be killed with a fresher or energy bath, or dis- posed of by leaving the gear behind. Cities that have had experience with encroaches will ordinarily have devised horrible forms of execution specifically for any person or creature that infests the town with them.

Behavior:

Flipps

Clicker Fish

Stats:

Description: The flipps true physi- cal form has not changed at all from its ancestral dolphin shape. Like its ances- tor, it attacks by ramming victims in the water at high speed with its snout. Though these intelligent mammals have no technology, they possess their own culture and society. They have been known to save Pure Strain Humans and humanoids from drowning, though they are indifferent to the plight of mutated animals. Flipps have never joined the Zoopremists alliance. Flipps have been known to use their actual metamorphosis mutation to join parties of land-dwelling adventurers that they have befriended. Of course, they must somehow acquire weapons and clothing on their own. If turned into their true form (as per the actual meta- morphis mutation), they will take 4 points of damage per round while out of water, until they are able to assume a new form or reach a water supply to keep their skins from drying out. Only 2% of all flipps encountered will have the time manipulation mutation. For many years, flipps have been trying to improve their time-related abilities through selective breeding so that flipps with time manipulation can attempt a series of time jumps. to reach a period before the Social Wars. There they try to warn humans about the wars in an attempt to alter history, but apparently they are not being taken seriously since the future Gamma World still exists. Still, all the flipps with time manipula- tion will eventually try to go back and warn of the danger to come.

Behavior:

Garrels

Sneakers

Stats:

Description: Garrels are agile mam- mals of reasonable intelligence that have developed several special skills to foil predators. They are intensely curious beings, and they love to collect small pieces of both metal and plastic, espe- cially if they are shiny, have strange shapes, or are in some other way attrac- tive to the garrel. Because of this, gar- rels often unwittingly have one or two small artifacts in their possession, mak- ing them targets for treasure hunters (especially for Archivists). However, it is unlikely that the garrels need fear extinction at the hands of such as these. When not gathering food, a garrel is always on the lookout for new items to add to its collection. Anyone who camps in or near a forest inhabited by garrels can expect at least one of these creatures to be lurking nearby, just out of sight. The garrel will wait until it sees something attractive thats also unguarded. It will then use its teleport object ability to gain possession of the item and will then return to its lair, most often a hollow tree trunk or a small burrow, where the garrel will put the item with the others it has accumulated. If a garrel is attacked, either by a predator or by angry beings whose equipment has been borrowed," its first reaction will be to flee, holding any treasures it has acquired for as long as it can, using its speed, agility, tree-climbing skills, and any available foliage to speed its escape. Garrels prefer forests with a thick blanket of undergrowth so that they can lose pursuit with a minimum of effort. During the chase, the garrel will trust its displacement ability to send it to safety if it is at any time in imminent danger of being killed. If displacement cannot be used, the garrel will then use its stunning force to buy time. Garrels are immune to the effects of another garrels stunning force attack. If both of the previous powers have been used and the garrel is still in danger, it will then attack its pursuer, biting with its sharp teeth and never relenting.

Behavior:

Harmony Trees

Friendlies

Stats:

Description: There is a 20% chance that players have not encountered 1 tree, but 1d20 trees. The harmony tree is extremely handsome graceful and straight, with large yellow flowers, red plumlike fruit, and lush, glossy green leaves the year around. Any creature with intelligence between 2 and 16 (not including robots or androids, but includ- ing cyborgs) that comes within 20 m of a harmony tree must defend vs. a mental attack or become psychologically depen- dent on the tree. Victims are overcome with a feeling of great peace and har- mony, and will be totally unwilling to leave the euphoric atmosphere of the tree or see it harmed in any way. Vic-ims must be killed, stunned, or other- wise subdued if they are to be removed from the trees influence. Once out of range, the victim will recover his or her normal senses. However, victims of a harmony tree are immune to fear gener- ation, mental control, and empathy while under the trees control. Creatures under a harmony trees control feel no need to eat, and they would shudder at the mere idea of hurt- ing any living thing, especially the tree itself. They will not even fight to defend themselves if attacked (but see below). However, if a victim is attacked and hurt, the tree must try to regain control (a mental attack at + 2); if the victim is brought to 10% of his or her hit points, the tree may attack again at no bonus. If this attempt to control the victim fails, the victim is free to escape. If anyone tries to harm the tree, all its victims will attack the offender in a frenzy of blind hatred, using the most effective available attack form at + 4 to hit. In this frenzy, victims will ignore damage to themselves, and can be injured and killed without the tree hav- ing to renew its control over them at all. Victims of a harmony tree that are not attacked and killed will slowly, happily starve to death. A harmony tree will keep an entou- rage of as many creatures as possible, since this is its only means of defense. These creatures are often quite varied and even naturally hostile to each other, but they will lie down lovingly together at the base of the harmony tree (this being one way to identify the latter). If a victim is killed or starves to death, the tree will cause the survivors to hide the corpse by burying it or throwing it as far as possible, according to their abili- ties. However, it will have them keep any weapons on the body, as well as any weapons they have themselves, as the guardians may be called upon to use these in defense of the tree. Victims will hide weapons among the branches of the tree or play with them peacefully until someone attacks the tree. In gen- eral, the tree uses the senses of its vic- tims, but they are guided entirely by its intelligence, which may be higher or lower than their own. In any harmony tree encounter, the GM should decide what sort of entou- rage the tree should have, based on the size, status, and overall power of the player character party. There may be nothing but a few dead bodies under the tree, or up to a dozen assorted creatures including a few humans or humanoids with artifacts. Something should almost always be under a harmony tree, since no one can bury the last victims if they all die. The fruit of the harmony tree is inten- sity 7 slow poison. If the tree captures a victim too small to use in its defense (5 HD or less), it may force the victim to eat a fruit and then walk or fly away at normal speed to die within 1-3 hours, starting a new tree. Even after it leaves the 20 m range of the tree, the victim will not regain its senses unless it sur- vives the poisoning, being overcome with misery at having been cast out. This is the way in which the harmony tree propogates itself. A free-willed character that eats a ripe harmony fruit (indistinguishable from an unripe one) will gain four points of mental strength for one hour. Eating unripe harmony fruit will not increase a characters men- tal strength. At any given time, 10% of the fruit on a harmony tree will be ripe. All of it will be poisonous, and of course a character must survive the poison to gain the mental strength. The poisonous effects of all harmony fruit eaten in one day are cumulative, so two harmony fruit will act as intensity 14 poison.

Behavior:

Hogarts

Thunder Birds

Stats:

Description: This mutant snake has changed beyond recognition since the Social Wars, and it now lairs in moun- tainous regions and near the north and south polar areas. Being clumsy and slow on land, the hogart prefers to stay aloft and avoids contact with almost all other creatures. The hogart is capable of creating sonic his mutant snake has changed beyond recognition since the Social Wars, and it now lairs in moun- tainous regions and near the north and south polar areas. Being clumsy and slow on land, the hogart prefers to stay aloft and avoids contact with almost all other creatures. The hogart is capable of creating sonic booms from snapping its wings. Sonic boom generation is a conscious physical mutation, useable three times per day, and it will affect all those within a 20-m radius in front of the hogart. The sonic boom blast causes 6d6 points damage, and all those who fail a constitution check (CON x 5) will become deaf for 24 hours. A hogart will only attack out of hunger or if attacked first. The hogart has learned to use its heightened vision to scan intelligent parties carefully from high altitudes, thus avoiding the more dangerous oppo- nents. If necessary, a hogart will delay attacking an enemy until the opponent is engaged in combat with another crea- ture or until the opponent is asleep. The hogart will then drop out of the sky like a rock, coming to a sudden halt directly over the victim as it snaps its wings and generates the sonic boom. It can then hover and continue to generate the sonic boom every action turn thereafter. Hogarts can sometimes (if carefully approached) serve as guides, for they know the territory around their snowy lairs very well. Hogarts do not like yexils for some reason, and often attempt to blast them out of the sky. Hogarts have snow-white scaly skin and feathered wings, with a coarse blue mane running from the backs of their heads to their tails. Their wing feathers are highly prized for decorative pur- poses, and four sacks full of feathers (as much as can be taken from a hogart) would be worth about 150 gold pieces.

Behavior:

Howlers

Wolf Folk

Stats:

Description: These bipedal, human- oid wolves are one of the more deadly species on the Gamma World. Luckily, they arent encountered often, for these clever and malicious creatures enjoy tricking parties of adventurers. They will meet adventurers in their Pure Strain Human form and try to join the adventurers. If they gain the partys trust, they will carefully work their way into positions in which they can success- fully slay as many Pure Strain Humans as possible, as they consider the meat a delicacy. For some unknown reason, howlers are highly allergic to silver metal. If they are merely touched by silver, it will cause 1 point of damage per action turn to them. A weapon made of silver will do double normal damage if it hits a howler. Any damage caused by silver or silver weapons cannot be regenerated or healed by these creatures. Howlers are actually able to smell silver. Both howlers and dracs (q.v.) are believed to have been purposefully bred by unknown agencies or beings for unknown reasons. Howlers resemble the Ancients concept of werewolves in many ways. Howlers will usually possess several items of Tech Level II. They will only associate with other mutant animals, and are quite rare at present.

Behavior:

Jestes

Tricksters

Stats:

Description: These short, elfin- looking humans are well known for the practical jokes they play on unwary travelers. They live in dense forests, making their homes in hollowed-out tree trunks, and feed upon locally gathered fruits, nuts, berries, roots, leaves, and other edible plant matter. Jestes use their confusion, illusion generation, and density control mutations to cause wayfarers trouble. Of course, speed increase and chameleon powers prove useful when jestes need to hide. If a jeste is hurt by an angry victim of a joke, others will retaliate with their gamma eyes. If characters laugh along with the jestes practical jokes, they will reveal themselves and help the characters if they can, though they will still play tricks now and then. Jestes are curious by nature, and can often be coaxed into joining a party of adventurers. They will always be loyal companions, though they will still joke around when the party is not in a dangerous situation. Jestes encountered in the wild will have 1-4 items of Tech Level II. These will be items that they are able to handle with ease (for example, pistols instead of rifles). Jestes enjoy the company of friendly mutant animals, grens, and wardents. They dislike androids greatly and hate robots, reserving their more malicious tricks for these two groups of beings.

Behavior:

Juggernauts

Rampants

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Description: The juggernaut is a large rhinoceros with bright red eyes and armor-like skin of a metallic, blue-black color. The juggernaut is not a carnivore, but is still dangerous as it may charge if irritated by some move- ment within 100 m of its eyes (its effec- tive visual range). A juggernaut will attack first by charging, and then by standing and goring one or two oppo- nents. A charging juggernaut can cover an amazing distance in one action turn (60 m), and a standing juggernaut can gore twice in a round. However, its weak eyesight makes it -4 to hit at all times, although it has good senses of hearing and smell. An attacking jugger- naut will use its radiation eyes (intensity 3d4) while goring if it is really angry (GMs option, based on the situation). One charge will often satisfy a jugger- naut, especially if its target falls down and plays dead. However, a wounded juggernaut will attack anything in range at random (including trees). Juggernauts are totally immune to poison and radia- tion. Though juggernauts are found only in North America, they were not originally native to this land. They are descended from zoo specimens that escaped confinement during the Social Wars.

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Marloks

Deep Dwellers

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Description: Marloks look like Pure Strain Humans, except for their extremely pale skin and their large, light-sensitive eyes, both of which are the result of their subterranean exist- ence. Why those humans who were the marloks ancestors went underground in the first place is not clear, though it is thought they might have been refugees from the devastation during the Social Wars, or even command personnel con- trolling the war from deep below the earth. No matter what their origins, marloks are one of the most successful of the various subterranean races and are widespread, often migrating from one underground complex to another by traveling at night on the surface. Marloks lead a nomadic life while underground, traveling various tunnels, caverns, and other passageways in small, close-knit groups. Because of the large number of subterranean preda- tors, they seldom stay in any one place for more than a few days. Marloks often use tunnels to the surface to send out nighttime foraging parties to collect whatever edible plants and animals they can get. These are used to supplement the usual marlok diet of roots and fungi. However, since marloks do not recog- nize the rights of surface people, they often are not above raiding a nearby village for foodstuffs, though some groups have been able to establish mutual trade arrangements in which the marloks receive food for metals and an occasional artifact or two. Marloks have developed several powers to aid in underground survival. Their directional sense helps individuals to find their way back to their clan if separated, and this ability also helps in navigating the maze of underground passageways. Heightened precision lets them test the stability of tunnels and caves before entering them. Their heightened hearing, besides detecting the approach of enemies, can also detect the sounds of settling and potential collapse in tunnel systems. Telekinesis is often used to move obstructions from their path; if objects do not prove easily movable, molecular disruption can usu- ally reduce them to more manageable size. Should the exercise of the former two abilities be beyond the range of any one individual, then their mass mind can increase their power output. The marlok racial ability of mass mind is better than the type usually encoun- tered, in that the base chance of any of the participants dying is only 1% ( + 1% for each minute of contact). All involved in the mass mind share a weak tele- pathic link while in contact, between those in the link who are touching.

Behavior:

Mountain Men

Squatches

Stats:

Description: Vast tracts of North Americas wild forests were destroyed in the years prior to the Social Wars, and only a few large wildlife preserves were in existence before the start of the Social Wars. Unknown to mankind, these areas also served as the homelands of the mountain men, formerly known as sas- quatches (or now squatches). Semi- intelligent apelike creatures, the mountain men knew they had to avoid humans or perish. Though they were sometimes spotted by trappers or hunters, little hard evidence of their existence was produced. Following the Social Wars and the disruption of civilization, the mountain men left their forests and began to spread through the North American west. Bigger and stronger than before, they have also become more aggressive, especially against Pure Strain Humans. Mountain men attack with their fists, refusing to use any technological items or tools. If one hits an opponent with both fists, he can hug the victim for an additional 1d8 points of damage, and he will also attempt to bite the victim and inject intensity 5 poison into the oppo- nents bloodstream. Only those who are the same size as or smaller than a moun- tain man may be hugged. Mountain men are also able to throw stones at opponents, hurling rocks up to .5 m diameter as far as 10 m. The largest rocks cause 3d10 points damage (weap- ons class 9). Mountain men can catch similar missiles, if they see them coming first. Mountain men live in caves, forming loose family groups of 2d6 adults with 1d4 children. Females and males appear in equal numbers. Animal skins are used to cover cave entrances and to make beds. A fire is usually kept burning near the cave entrance to ward off animals and to cook food. Females often pick berries and dig for roots to get food for the family group, while males hunt whatever herbivorous creatures live nearby. If a mountain man tribe feels it necessary, they will raid a humanoid village for food Pure Strain Human villages are attacked with the intent to destroy them completely. Mountain men do not like machines, robots, or any mechanical devices. Even before the war, their ancestors were known to have destroyed construction vehicles and automobiles. Wardents and mountain men frequently trade with each other, and a strong friendship exists between the two races. Mountain men appear to be large, brown, gorilla-like beings who walk erect. Their thick fur keeps out the cold and serves as their only body armor.

Behavior:

Sifoners

Green Stalkers

Stats:

Description: Sifoners are a special species of mutant lizard that feed off the mental energy given off by intelligent mammals, including Pure Strain Humans and humanoids. Mutant creatures will be attacked before unmutated ones, as they produce more mental energy from their mutations. A sifoner possesses hundreds of tiny suction cups on its feet which enable it to climb across walls, ceilings, and so forth without fear of falling. It has learned to position itself over well- traveled areas, blending in with the surrounding scenery to await a chance to jump on a passing victim. It will make four immediate attacks against a victim when it leaps (one for each clawed foot); if at least one of the attacks hits, the sifoner may activate its symbiotic attach- ment power. Any claw that hits need not roll to strike again, as it will be securely fastened to the victim and can continue to do damage every action turn thereaf- ter. Any claw that missed may attempt to strike again each action turn until it grabs the victim and remains attached. A sifoners symbiotic attachment power will only work against one per- son at a time, but if the victim dies, the sifoner is unaffected. Once the attach- ment is made successfully, the victim is drained of one intelligence point per turn afterwards, until an intelligence of 1 is reached and the victim becomes animal-like in behavior. At this point, the sifoner will leave the victim. Once drained, a victim will slowly begin to recover lost intelligence points at a rate of 1 point per day. No conscious or men- tal mutations of any sort may be used while the victim is recovering, until full intelligence is again restored. A sifoner can command its victim to take simple actions necessary to help the sifoner escape from those trying to slay it. Sifoners are usually encountered sin- gly, though pairs may be seen during mating season (which comes in the spring, once every decade). Sifoners lair in ground burrows or under rocky over- hangs, and they have learned to use branches, leaves, and stones to hide their lairs from view. Eggs will be present in a lair in late spring 50% of the time. Young sifoners grow to adult- hood in 4-5 months. Sifoners do not breed or live long in captivity, and are thus useless as guardians.

Behavior:

Spitters

Bot Bashers

Stats:

Description: The spitter is another lunar mutant known only from Tycho Center. It descended from a species of large, double-branched cactus that sci- entists were attempting to genetically engineer to survive on unprocessed lunar soil. It now has hundreds of thorn- pods, each .5 m across, growing all over its surface. Its root system has adapted to feed off metal of all types, and it is able to absorb any moisture in the air as nourishment. The spitter evolved so that it reacts to moving metal of any type within a 20-m radius. Whenever the spitter detects a metallic object coming into range, it will shoot 1d6 of its pods at the object. The pods release a special corrosive acid upon striking the target that does 3d6 of damage normally, adding an extra 3d6 damage to force fields and metal of any type. Each of these pods has an acid- proof seed that will grow if left undis- turbed in the acidic residue of a destroyed robot or vehicle. If less than one kilogram of metal is detected, the spitter will only shoot one pod.

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