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By Chris Van Deelen and the Skirmisher Game Development Group Foreword by Derek Holland Illustrated by Sharon Daugherty and Bradley K. McDevitt C C C RE RE RE RE REA A ATUR TUR TUR TUR TURE E ES S S O O OF F F TH TH TH TH THE E E T T TR R ROPICAL OPICAL OPICAL OPICAL OPICAL W W W AS AS AS AS AST T TE E ES S S A MENAGERIE OF MUTANTS AND MUTATIONS

Mutant Future - Creatures of the Tropical Wastes

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Page 1: Mutant Future - Creatures of the Tropical Wastes

By Chris Van Deelen and the Skirmisher Game Development Group

Foreword by Derek Holland

Illustrated by Sharon Daugherty and Bradley K. McDevitt

CCCCCREREREREREAAAAATURTURTURTURTUREEEEESSSSS OOOOOFFFFF THTHTHTHTHEEEEETTTTTRRRRROPICALOPICALOPICALOPICALOPICAL WWWWWASASASASASTTTTTEEEEESSSSS

A MENAGERIE OF MUTANTS AND MUTATIONS

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Skirmisher Publishing LLC499 Mystic Parkway

Spring Branch, TX 78070

Website: skirmisher.comEmail: [email protected]

Publishers: Robert “Mac” McLaughlin, Michael J. Varhola, Geoff Weber, Oliver Cass

Editor-in-Chief/Layout and Design: Michael O. Varhola

Artist: Sharon Daugherty

PDF Publications Manager: Jessica McDevitt

For more information about this book or to ask questions or post comments about it, go to the page dedicatedto it at: http://skirmisher.com/forum/86

Mutant FutureTM is copyright 2008, DanielProctor and Ryan Denison. Mutant FutureTM

and Mutants & MazesTM are trademarks ofDaniel Proctor. These trademarks are used un-der the Mutant FutureTM Trademark License 1.0, available atwww.goblinoidgames.com. This book is also published under OpenGame License version 1.0a. “Wizards of the Coast” is a registeredtrademark of Wizards of the Coast Inc. and is used with permission.

Designation of Open Game Content: Open Game Contentmay only be used in accordance with the terms of Open GameLicense version 1.0a, which is found on page 62. Anyone havingquestions or concerns about reproducing Open Game Content con-tained in this book in their own works should contact Skirmisher atone of the addresses listed above.

Designation of Product Identity: Product Identity is not OpenGame Content. The following is hereby designated as ProductIdentity in accordance with section 1(e) of Open Game Licenseversion 1.0a: Skirmisher Publishing and any and all associated logosand identifying marks, including all Skirmisher Publishing prod-ucts and product line names; any and all artwork, designs, depic-tions, illustrations, maps, likenesses, symbols, and graphic designs

presented in the context of this book; and anyand all dialogue, incidents, plots, stories,storylines, thematic elements, and conceptscontained herein.

Cover image is copyright 2011 by Bradley K. McDevitt.Images on pages 11, 18, 23, 33, 36, 37, 43, and 47 are copy-right 2011 by Sharon Daugherty. All other images are from variousstock art collections and are used with permission.

All other contents of this book and the combined work overall,regardless of other designation, are Copyright 2011 SkirmisherPublishing. All rights reserved. Reproduction of non-Open GameContent contained in this work by any means without writtenpermission from the publisher is expressly forbidden, except forpurposes of review. This book is protected under internationaltreaties and the copyright laws of the United States of America.Mention or reference to any company, product, or other copy-righted or trademarked material in no way constitutes a challengeto the respective copyright or trademark concerned. This book is awork of fiction and any resemblance of its contents to actual people,organizations, places, or events is purely coincidental.

First PDF Edition: July 2011. SKP E 1108.

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CCCCCREREREREREAAAAATURTURTURTURTUREEEEESSSSS OOOOOFFFFF THTHTHTHTHEEEEETTTTTRRRRROPICALOPICALOPICALOPICALOPICAL WWWWWASASASASASTTTTTEEEEESSSSS

A MENAGERIE OF MUTANTS AND MUTATIONSBy Chris Van Deelen and the

Skirmisher Game Development Group

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Foreword by Derek Holland.......................................5

author’s preface..................................................6

Introduction.....................................................7

New Creatures...................................................11Ahas Folk.......................................................11Alimango, Giant..................................................12Apoy Dropper....................................................12Aswang.......................................................13Blasting Tipaklong..............................................14Bone Gnawer.....................................................15Burrowing Bulati.................................................15Buwaya.......................................................16Cold Pali.......................................................17Corpse Eater....................................................17Curser.......................................................18Damit Eater......................................................19Digger.......................................................20Egret Puppeteer..................................................21Flensing Eel....................................................22Flying Puffer...................................................22Gek..........................................................23Gentle Giant....................................................24Guav.........................................................24Haribon......................................................25Heap.........................................................26Hydrosaur....................................................27Iron Eater......................................................27Itim Onano......................................................28Karpintero...................................................29Leech Vine.......................................................30Manananggal..................................................30Manok........................................................31Maingay Roach....................................................32May Dalawang Ulo Ang Higante.....................................32Minuta Cat......................................................33Mud Doppler......................................................34Niyog Tiki.......................................................35Octo-Aso........................................................35Palmer.......................................................36Quaker.......................................................37Radiation Roach..................................................38Razor Wing.......................................................39

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TTTTTaaaaabbbbble ofle ofle ofle ofle of Contents Contents Contents Contents Contents

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Sewer Slime......................................................39Slime Diablo.....................................................40Squirt Toad.....................................................41Subic Bat........................................................42Tamaraw......................................................43Tentacle Horror.................................................44Tinker Daga.....................................................44Tiny Scholar....................................................45War Baboy........................................................46Wasper.......................................................47White Lady.......................................................48Zombie Flea.....................................................49

New Mutations...................................................51Physical Mutations................................................51Anesthetic Venom................................................51Asexual......................................................51Clinging.....................................................51Dietary Requirement Change (Drawback)............................51Epidermal Dependency (Drawback)..................................52Extreme Body Adjustment..........................................52Extended Life Span...............................................53Genetic Doppelganger.............................................53Genetic Replication..............................................53Predatory Scent (Drawback).......................................54Shapeshift...................................................54Skeletal Structure Modification..................................54Sonic Roar.......................................................55Unique Sense....................................................55

Mental Mutations..................................................56Energy Transfer.................................................56Energy Vampiric Field............................................56Fear Generation.................................................56Insubstantial................................................56Intuitive Lie Detection..........................................56Intuitive Translation............................................56Memory Erase....................................................56Molecular Intuition..............................................57Molecular Molding................................................57Negative Energy Effect...........................................57Possession (Computer)...........................................57Re-Activation...................................................57Telekinetic Hands................................................57Temporal Repair.................................................57

Plant Mutations................................................51Edible Seeds....................................................58Modified Vines and Roots.........................................58

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forewordWhen I first downloaded the Mutant Future role-playing game, I couldn’t havepossibly seen all the work that I have done for Skirmisher Publishing. Two books sofar and a few more on the way. More than a thousand free monsters and several dozenmutations on the Skirmisher Forums. New kinds of mutations and the use of realbiology to expand the limits of creature design. It has been a fun three years andI look forward to many more creatures and mutations as well as other products thatplayers and GM will want to tinker with.When Chris first told me that he was doing a creature book based on the myths of

the Philippines, my first thought was “Huh!” When I design creatures, I try to keepmyths and magical beasts for Labyrinth Lord and mutants for Mutant Future. I didn’tmix them. But, now that I have read Chris’ work, I am starting to think differently.This book contains a pretty nifty collection of critters and mutations and I will

be using some of them, even if I have to drag them over to North America. And it hasinspired me to take a look at the myths of Central America, looking for monsters andpowers that can serve as invaders from the south. Invasions from other parts of theworld are an excellent way to introduce new creatures and mutations (especiallyparasite mutations), while keeping their numbers low enough that the GM can exter-minate them if needed. And both the creatures and mutations can be easily tinkeredwith so that the GM can use them for all kinds of settings and adventures, even thosenot on Earth.But in the end, all that really matters he did a lot of work that produced a book

that has plenty of material that can be adapted to most, if not all, LL and MFcampaigns (as well as other games). And that is the best an author can hope for.

Derek Holland

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author’s PrefaceNo matter the game, one thing that both players and game masters alike enjoy are newmonsters. Look at D&D 3.5 … there were five monster manuals and if you add up all theother books that were published for the game, you will discover that all in all youcould end up owning upwards of 15 books, all of them containing new monsters.The Mutant Future roleplaying game is no different. There was a plethora of mutant

monstrosities included in the core book but frankly, it just wasn’t anywhere nearenough. Skirmisher Publishing published two books by author Derek Holland, filledwith new mutants to use. This is now the third compilation of mutants, a menagerieof monsters inspired in part by the creatures of the tropics.Inspiration can come from a myriad of sources. I am inspired by the common, the

mundane and every day, and observing the locations, people, and even common animalsaround me during a simple walk down the street or through a local mall can give meplenty to think about.The inspiration for this book came to me through several sources back in January

of 2010. First and foremost was the location. My wife, son, and I were on vacationin the Philippines, staying with her family.The second source of inspiration for this book came from the wide and varied

amount of wildlife that lived in and around my in-law’s farm, including lizards,insects, and domesticated animals. A large number of the creatures in this book weredirectly inspired by these sources.Lastly, I have to give thanks to a bad wisdom tooth that kept me up half the night

with nothing to do except write and concentrate on getting past the pain. A lot oflate-night Internet browsing and talking over a bottle of Tanduay rum with mybrothers-in-law also led to the creation of numerous creatures that spring directlyfrom the mythology of the islands.The end result is a compilation of 50 brand-new mutant creatures to surprise, vex,

horrify, mystify, and delight your players. Each one springs from a variety ofsources that include but are not limited to my fertile and twisted imagination, realworld flora and fauna, and, of course, the mythology of the Philippines. Thosecreatures that have been inspired by the myths and legends were written up asmutants. They don’t possess any magical powers, and their uniquely strange and oftendisquieting abilities are the result of science fantasy, specifically radiation-induced genetic mutation.All the creatures presented in this book were created with a tropical location in

mind, but they can easily be fit into any existing campaign with very little work onthe part of the game master.On top of the new mutant creatures, there is a list of 30 brand-new mutations for

the game master to incorporate into his or her campaign. They have been included atthe end of the book with full descriptions on how to use them.Believe it or not, all the creatures in this book were created to be taken

seriously. There are no “fun” or “joke” mutants or mutations here. Although MutantFuture was designed with the wild and wahoo in mind, I personally take it seriouslyand all the material I write for it reflects that seriousness.Of course this doesn’t mean that the creatures presented here couldn’t be used in

that vein and, if you do so, I hope that you, the game master, will have a blastusing them as such!I hope that you will find these creatures to be entertaining on many levels and

that they will make a nice addition to your current campaign.

Chris “Outlander” Van Deelen

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Number Encountered: This variable numberrepresents the typical number of thistype of monster that will appear to-gether at one time. For example, if a 4HD creature has a Number Encountered list-ing of 1d8, then when this creature isencountered, 1d8 of the creatures willbe present. The Game Master should alterthe Number Encountered as necessary toadjust the difficulty level. In general,the number should be reduced if the crea-ture is encountered by weaker charac-ters, and increased if encountered bymore powerful characters. A number rangein parenthesis represents the number ofmonsters of a type that typically inhab-its their “nest” or lair, or the numberthat will be encountered in a wildernesssetting.Alignment: All monsters will be cha-

otic, neutral, or lawful. Many monstersare either unintelligent or are simplyunconcerned about law and chaos, and areconsidered neutral.Movement: There are two listings under

this category. The first represents anumber in feet per turn that a creaturemay move. The second value provided inparentheses represents the monster’s en-counter movement, which are in feet perround. If two different rates are given,the additional movement will relate tomovement of a different kind, which willbe appropriate to the creature. A coupleof possibilities include flying or swim-ming.Armor Class: In game terms, the AC of a

monster means the same thing as acharacter’s AC. For monsters, this valuereflects not only the creature’s generalagility but also its natural armour, fromtough hide or a mutational adjustment.Hit Dice: This value is roughly equiva-

lent to character level, but for mon-

sters it always represents a number ofhit points determined by this number ofd8s. For example, a 2 HD monster willhave 2d8 hit points. Sometimes a valueis given as a “+” or “-“, in which casethis number is added or subtracted fromthe hit points rolled. A monster willhave a minimum of 1 hp. Hit dice furtherreflect the attack ability of monsters.The hit dice number will be located onthe Monster Attack table, and the numberneeded to hit different armour classeswill be used for an encounter. Further,the number of hit dice a monster has isrelated to how many experience pointsthe characters receive when the monsteris killed. Refer to the Monster Experi-ence Points table on page 42 in Section 4of the Mutant Future core book.Attacks: This listing describes how

many attacks are available to a monster,per round, and the nature of the at-tacks. These will be listed in the sameorder as the appropriate damage in thedamage listing.Damage: Damage is listed in the same

order as attacks, and is represented bya number and the kind of die that shouldbe rolled, just like weapon damage isrolled. Some monsters may in fact employweapons. There are a number of specialor unusual attacks that monsters can em-ploy, and the effects of these are ex-plained in greater in the body of thedescription.

AcidSome monsters employ acid. When acid suc-cessfully hits, it does damage becauseit has made contact with flesh. Oncecontact is made, acid does not need tomake a new successful roll to hit inanother round (unless otherwise noted).Most acid can be removed by rinsing it

introductionIn Mutant Future, the term “monster, mutant, or creature” can refer to any beingother than the player characters. Monsters are listed in this section in anencyclopedic format. Each monster has certain characteristics, which are definedbelow. Although each monster listing can be considered to represent the “average”specimen of a particular creature, the Game Master can alter the abilities and powerlevel of any creature to fit the situation.

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off with water or other non-flammableliquids (beer, wine). If armor is de-stroyed by acid, the character’s AC shouldbe adjusted to reflect having no armor.

ChargeIn order to make a charge, a monster musthave clear terrain and be able to runtoward an opponent for 20 yards. Theextra momentum of such an attack in-flicts double the normal damage. Like-wise, if a braced attack is preparedagainst a charging monster, such as aspear braced in the ground, a successfulhit will deal double damage to a charg-ing monster.

Continuing DamageSome monsters have attacks that, oncesuccessful, continue to deal damage onsubsequent rounds without requiring fur-ther rolls to hit. Examples include theconstrictive attack of a giant snake, ora character swallowed by a giant monster.

DiveSome monsters capable of flight can at-tack by swooping in to do a dive attack.Opponents must be in open terrain forthis attack to be effective. Like acharge, this attack deals double damage.If the roll to hit is 18 or greater andthe flying monster is of sufficient size,it grasps the opponent and attempts tocarry him away.

ParalysisThe paralysis attack of most monsterslasts 2d4 turns, and a saving throw ver-sus stun attacks is allowed. When a char-acter is paralyzed, he collapses and isincapable of any movement whatsoever,including speaking. Characters remainconscious and aware of their surround-ings. Paralyzed characters are very vul-nerable to attack, and no roll to hitthem is required.

PoisonOne of the most dreaded attacks of somemonsters is poison. A character exposedto the poison of a monster, unless oth-erwise noted, must succeed in a saving

throw versus poison or suffer the fulleffects of the poison type.

Swallow AttackSome monsters are capable of swallowinga character whole, and will ordinarilydo so in an attack if a “20” is rolled tohit. Characters who are swallowed willsuffer damage every round until they die(varies by monster), or until the mon-ster is killed. If a character who hasbeen swallowed has a sharp weapon, hemay attack the monster from inside itsbelly with an attack penalty of –4 (butfirearms always hit). Should a swallowedcharacter die and remain in a monster’sbelly for 6 turns, he has been completelydigested.

TrampleWhen a monster tramples, it stomps orthrows its weight against an opponent todeal damage due to its immense bulk.This attack adds +4 to hit if the oppo-nent is humansized or smaller. Any mon-ster capable of this attack will do so 3/4 of the time (1-3 on a d4), and theremaining times will employ any otherforms of attack available to it. Largenumbers (20 or greater) of normal sizedanimals may also attempt a trample at-tack, such as a herd of cattle. Thesekinds of trample attacks deal 1d20 hitpoints of damage.

Save: Like characters, monsters havesaving throws. Monsters have saving throwsthat are the equivalent of a characterlevel, so a listing might read “L4,”where a monster saves as a 4th levelcharacter. Monsters that are unintelli-gent often save as a character of a levelequal to one-half of the monster’s hitdice number, rounded up.Morale: This is the number that the

Game Master refers to when testing formorale. The Game Master will roll 2d6according to the Morale Check optionalrule on page 51 of Section 5 of theMutant Future core book. Any monster thatfails this check will attempt to flee orsurrender.Hoard Class: This listing refers to

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the Treasure Hoard Class of the monster,and will consist of a roman numeral.This Roman numeral is cross-referencedon the Treasure Hoard Class table todetermine the treasure that is found inthe lair of a monster. If the treasurequantity is fairly small, a monster mayhave this on its person, but usuallytreasure is kept in a secure location.

Creatures, Mutants, Monsters and

WillpowerAt times, particularly when mental com-bat arises, it is necessary to know amonster’s WIL. As a general rule, ani-mals of generally low or animal intelli-gence will have WIL scores that rangefrom 3-8 (1d6+2). Monsters of approxi-mately human intelligence will have aWIL from 3-18 (3d6). Extremely intelli-

gent monsters may have a WIL from 11-21(2d6+9). These are merely guidelines,and there may be exceptions. Exceptionswill be noted in monster descriptions,and the Game Master may rule that somemonsters or individuals deviate fromthese guidelines.

Abbreviations

In written adventures, when monsters areindicated, their characteristics are typi-cally abbreviated in the following orderand format: AL, alignment; MV, Movement;AC, armor class; HD, hit dice; #AT, num-ber of attacks; DG, damage; SV, save;ML, morale.For example: AL N, MV 90’, AC 6, HD 1,

#AT 1, DG 1d4, SV L1, ML 7Alignment is abbreviated as follows:

C, chaotic; N, neutral; L, lawful.

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AAAAAAhas Folk

No. Enc: 1d10Alignment: NeutralMovement: 120’ (40’)Armor Class: 3Hit Dice: 10Attacks: 3 or 1 (bite and 2 claws,

or by weapon)Damage: 3d6 plus 1d4 plus poison/

4d6/4d6 or by weapon(+3d6 if melee weapons)

Save: L10Morale: 7Hoard Class: III, XVIII, XIX (Artifactsonly)

Wasteland Scholars are uncertain if theAhas Folk are mutated humans that havethe characteristics of snakes or mu-tated snakes that have evolved to appearlike scaled humanoids. These alien butstrangely beautiful folk appear as slenderscaled humans that stand between fiveand seven feet in height and weigh be-tween 100 and 250 pounds.Both males and females have oddly-

shaped scales covering their heads thatappear at first glance to be hair butare, in fact, scales. Coloring varies byindividual, running the entire gamut;rarely are Ahas Folk scales of one uni-form color, and typically they are multi-hued, with tiger-like, diamond, or stripepatterns being the most common.The eyes of such creatures are always

reptilian and have a deep hue in colorsthat include silver, gold, ruby, andemerald. The ears are almost nonexist-ent, nothing more than small slits onthe side of the head.Females are the leaders of the Ahas

Folk and tend to have multiple males asmates. Like humans, they gestate fornine months and give birth to live chil-dren, instead of laying eggs. The Ahashave human lifespan.In combat, the Ahas have powerful natu-

ral weapons to use, and their bite willinject a powerful venom (Class 8). They

often use primitive weapons, such asspears and bows, but usually only whenthey are defending against creatures thatwould be too dangerous to engage hand-to-hand.Ahas Folk make their homes along the

banks of rivers and lakes, and are oftenfound along the coastlines. They are ahearty people, who live mainly by hunt-ing and fishing, and tend to live aprimitive lifestyle, although they arenot necessarily averse to using tech-nology.One trait that sets Ahas Folk aside

from many of the other tribal creaturesis that they have a natural affinity forhealing. They make powerful poulticesand medicines from the local flora andfauna, which can fetch a heavy price andprompt many people to seek out the AhasFolk for healing.Despite this, the Ahas Folk are very

territorial and do not like intruders.They typically will not attack unlessprovoked, but more often than not will

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demand that intruders leave their ter-ritory unless they have something tooffer the Ahas Folk; even those seekingthe healing properties of the Ahas knowthat they need to have appropriate pay-ment or they will be turned away. Thishas given the Ahas Folk a reputation ofbeing cold and reptilian, but they arenot without compassion, especially tothe old and the young. If someone doesnot have something to offer and the Ahasdecide to help that person, they will beindebted to the Ahas and will eventuallycollect, one way or another.Mutations: aberrant form (xenomorphism,

natural weapons), increased physicalattributes (strength and dexterity) toxicweapon.

Alimango, Giant

No. Enc: 1d4Alignment: NeutralMovement: 120’ (40’)

Swim: 90’ (30’)Armor Class: 0Hit Dice: 12Attacks: 3 (bite, 2 pinchers)Damage: 2d4/3d8/3d8Save: L8Morale: 8Hoard Class: None

Giant Alimango are the mutated descen-dents of burrowing crabs that are foundalong the shores of the great oceans.They are pure scavengers, living off therich refuse washed upon the coastlines.Rarely are the creatures ever hungry forfood.Alimango hunt during the day, living

in the shallow waters on and off theshore, and during the day they burrowdeep into the sand, resting during thehot temperatures and digesting theirmeals. The typical Giant Alimango isfour feet in diameter and weighs in at awhopping 500 pounds. They move about oneight segmented legs and have two mas-sive pinchers that, given enough time,can cut through metal. The creatures’eyes are attached to two retractableeyestalks and can easily see behind or

even underneath them. The exoskeletonis covered by thousands upon thousandsof small, razor-sharp spines that makehand-to-hand combat a deadly proposi-tion at best, and any creature attackingan Alimango with physical attacks willsuffer 1d8 points of damage from thespines.Alimango typically use the same bur-

rows every night and these are very easyto spot, being holes that are usuallythe same width as the creatures and withhuge piles of wet sand lying all around.The Alimango can sense the approach ofany creature and if one is foolish enoughto approach the hole the crab will leapout with astonishing speed and attack,getting the usual chance at surprise.As dangerous as these creatures are,

they are often hunted by locals not onlyfor their meat but also for their exosk-eletons, which can be used for armor andmany other objects, including turningthe spines into daggers or other weapons.Mutations: gigantism, unique sense (vi-

bration sense, new), spiny growth.

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Apoy Dropper

No. Enc: 1d20Alignment: NeutralMovement: 30’ (10’)

Fly: 210’ (70’)Armor Class: 3Hit Dice: 1Attacks: 1 (dropping)Damage: special (see description)Save: L1Morale: 6Hoard Class: None

Apoy Droppers are greatly-feared swal-lows, not because they attack humans ormutants but because of the unique way inwhich they defend themselves and driveaway predators.Apoy Droppers appear similar to their

ancestors. They are small birds (al-though larger than their ancestors),being one foot in length, with theirlong forked tails jutting out an addi-tional two feet from the backs of theirbodies. They are fire-engine red, withwhite bellies and ruby-red eyes. Thebirds mate in pairs and build their mudnests high up on the sides of trees, orin ruined buildings far away from thereach of most predators. They mate onceper year and the female lays four eggs —no more, no less — at a time. The eggs

hatch after three weeks of gestation andthe young reach maturity in five months.When threatened, the Apoy Droppers are

able to secrete into their waste a chemi-cal that reacts violently with oxygen.This turns the usually-harmless (andoften good for crops) droppings quiteliterally into napalm.The birds home in on a target and drop

the fiery mixture. When it hits, it causes2d6 points of fire damage and will con-tinue to burn, causing an additional 2d6points of damage per round for 1d8 rounds.If this hits homes or fields of crops,it usually means disaster for the lo-cals. That is why many tribesfolk go outof their way not to antagonize thesesmall birds, and have been known to searchout and kill anyone stupid enough toincur their wrath. After all, no onewants to lose a crop to these smallinsect eaters.Mutations: toxic weapon.

Aswang

No. Enc: 1Alignment: ChaoticMovement: 120’ (40’)Armor Class: 5Hit Dice: 9Attacks: bite or special (see below)Damage: 1d6 or special (see below)Save: L9Morale: 4Hoard Class: II, IV, VIII

Also known as False Beasts, wastelandscholars argue over the origins of thesemonsters and are not sure if they areactually mutated humanoids or mutatedanimals. They have been named after aFilipino mythological monster that sup-posedly preyed upon both the living andthe dead. Most of the time, Aswang ap-pear to be un-mutated humans and liveamong human communities as normal mem-bers until they need to feed.When they hunt, Aswang tend to take on

various animal forms, and can take theform of any un-mutated animal they wish,gaining its movement and physical at-tacks.

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Aswang can only survive by consumingstill-living flesh. They can live offthe flesh of animals but most are canni-balistic, preferring to eat the flesh ofother intelligent humans and humanoids.While living among humans, many Aswang

tend to be surly and unpleasant loners,although some have been known to be pil-lars of the community and well-liked.Either way, they are selfish and self-serving, concerned primarily with theirown comfort and survival.One aspect of the creature that can

reveal its nature is that it has a scentabout it that only animals or creatureswith increased senses can detect. Be-cause of this, most regular animals avoidthem, typically showing fear or aggres-sion whenever an Aswang is around; whenan Aswang is living in a community, manydomesticated animals tend to get ill orsimply “disappear.”Those who know about Aswang look for

these signs, although many an innocentvictim has been wrongfully accused ofbeing a Aswang in more superstitiouscommunities.Mutations: dietary requirement change

(living flesh, new), predatory scent(new), shapeshift (new).

BBBBBBlasting Tipaklong

No. Enc: 1d100Alignment: NeutralMovement: 12’ (4’)Armor Class: 1Hit Dice: 1 hpAttacks: specialDamage: see belowSave: L1Morale: 12Hoard Class: None

Blasting Tipaklong are a very commonnuisance among the rice farmers of South-east Asia.The tiny creatures feed off the rice

and other aquatic plants that are thestaple of many tribes and creatures liv-

ing in the tropical jungles, and arephysically not that much different fromtheir un-mutated ancestors.Blasting Tipaklong are snails that grow

up to four inches in diameter. Theirshells are as hard as steel, making themdifficult to crack, but, thankfully thecreatures are quite easy to kill if onecan get past the shell.What makes the Blasting Tipaklong so

dangerous is that it can generate a pow-erful electrical blast that reaches outto 5 feet. Any creature caught withinthe blast radius must make a save vs.energy or suffer 1d6 electrical damage.A successful save cuts the damage sus-tained in half. Other Tipaklong are com-pletely immune to this blast, but it canquite easily kill plants and other crea-tures if enough of the Blasting Tipaklongare near by to combine and enhance theattack. Fortunately, a Tipaklong can onlyuse this attack once every 10 minutes.To figure out how much damage a group

of these creatures do, first determinehow many are present. There will alwaysbe 10 for every five foot radius (theyare thus vulnerable to area effects).The Blasting Tipaklong travel in roughlycircular patterns, so that if 50 areencountered they will be spread out overa area approximately 25 feet in diam-eter. Anyone caught in even a five feet

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area will suffer up to 10d6 damage froma full electrical attack. The victim canonly save once for the entire attack,not for each individual attack.Due to their size, the Blasting

Tipaklong are difficult to see and this,combined with their steel-like shell,makes it difficult at best to kill thecreatures.Once the Blasting Tipaklong have at-

tacked, they become vulnerable and manytribesfolk take advantage of this andquickly use poisons or other weapons todispatch the creatures. They are con-sidered to be quite tasty and the shellsare able to retain energy that allowmany people to use them as primitivebatteries or even makeshift power cellsfor certain weapons.Mutations: energy-retaining cell struc-

ture (modified).

Bone Gnawer

No. Enc: 1d10 (scouts), 10d100 (nest)Alignment: NeutralMovement: 120’ (40’)

Climbing 120’ (40’)Armor Class: 3Hit Dice: 4Attacks: 1 (bite)Damage: 2d6Save: L4Morale: 10Hoard Class: None XVIII (hive)

These creatures are gigantic mutatedants. Other than being four feet in lengthand weighing around 50 pounds, Bone Gnaw-ers appear to be almost identical totheir tiny, un-mutated relatives. Theyare typically found in small groups,which are constantly on the lookout forsources of food.Bone Gnawers are feared by most crea-

tures and, when a hive is established ina location, it is not long before allliving creatures flee or are eventuallydestroyed.These creatures can eat regular flesh

but gain almost no nutritional valuefrom it. What they need in order tosurvive are bones or, more specifically,

the calcium in them.When the creatures attack, they bite

and tear, with the intent of physicallyremoving the bones from their victims,leaving behind the flesh and other or-gans for scavengers to pick and fight over.If it proves to be too difficult to

get to the bones of a target, the BoneGnawers have a specialized form of theinsubstantial mutation. This mutationallows them to phase through solid ob-jects (i.e., the victims’ bodies) untilthey reach the bones. At that time, theBone Gnawers latch onto the bones andquite literally pull them out of thebody, causing hideous damage in the pro-cess. Any creature targeted by this at-tack suffers 6d6 damage as whole sec-tions of their skeletal structure arepulled away. This version of insubstan-tial works against creatures that havethe mutation.No creature in its right mind would

ever enter a Bone Gnawer hive, as thiswould likely result in an incrediblypainful death (unless, of course, thecreature in question did not have bonesto begin with).Mutations: clinging (new), dietary

requirement change (bone, new), gigan-tism, insubstantial (new).

Burrowing Bulati

No. Enc: 1d6Alignment: NeutralMovement: 60’ (20’)

Fly: 120’ (40’)Burrow: 30’ (10’)

Armor Class: 8Hit Dice: 1Attacks: 1 (bite)Damage: 1d4Save: L1Morale: 10Hoard Class: None

Burrowing Bulati are mutated worms, gen-erally between six inches and one footin length, that have the ability to fly.Their bodies are thin and generally adark brown in color, randomly fleckedwith bits of green, black, and gray,

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giving the creatures excellent camou-flage. The head of the creature has 12tiny red eyes that are spaced evenlyaround the large circular mouth, whichis filled with tiny sharp teeth thatcurve inwardly toward the creature’sgullet.Burrowing Bulati live mainly under-

ground except when they are hunting.When they need to feed, they take to theair and fly high above the ground, search-ing out either carrion or living fleshto burrow into. When on the ground theyare effectively invisible and very dif-ficult to spot (as per the chameleonepidermis mutation). These creatures sur-prise on a 1-3 instead of the usual 1-2.A Burrowing Bulati attacks by first

biting its victim (requiring a success-ful to hit roll) and, once it is latchedon, will begin to burrow into the crea-ture. The bite of the creature injects apowerful anesthetic, so that the victimdoes not even know it has been bitten.This burrowing does 1d8 points of damageper round, and half of the damage sus-tained will go to heal the burrower, asits mutated metabolism turns the foodinto new flesh.While the creature is burrowing, any

attacks on it will affect the victim aswell. Unlike other dangerous insects,this creature does not attempt to burrowto the heart of its victim, and it iscontent to eat and eat and eat. Once thecreature has consumed 40 hit points offlesh, it will detach from the victimand fly off, find a secluded place toburrow into the ground, and lay its eggs.The burrower lays 1d100 eggs, which hatchin exactly 21 days. The immature burrow-ers then stay underground for threemonths while they mature.Many cultures actively hunt these crea-

tures down to harvest their saliva, asit can be used as a powerful anesthetic.Mutations: anesthetic venom (new), cha-

meleon epidermis, complete wing devel-opment.

Buwaya

No. Enc: 1Alignment: ChaoticMovement: 40’ (13’)

Swim: 120’ (40’),Armor Class: 1Hit Dice: 30Attacks: 1 (bite or tail slap)Damage: 6d10/4d12Save: L20Morale: 10Hoard Class: XXII

Also known as Devil Dragons, the Buwayaare massively mutated estuarine croco-diles. The creatures’ ancestors couldreach up to 20 feet in length, but thesemonsters easily reach 80 to 100 feet andweigh in at 10 or more tons. Due totheir massive size, they prefer to livein the ocean. On land, they are ungainlyand much slower.Buwaya are one of the worst predators

to hunt the seas. Their appetites are aslarge as they are and even sharks steerclear from these predators.Buwaya have a keen intelligence and

are thoroughly evil. They actively seekout ships and will often attack and sinkthem, and then toy with the hapless sur-vivors before finally devouring them.Any victim bitten by the Buwaya with a

natural 20 will be swallowed whole. Thecreature can attempt to cut its way outof the Buwaya’s stomach, but will suffer3d6 acid damage per round. The lining ofthe Buwaya’s stomach is very strong andhas an effective armor class of 5. Atleast 30 points of damage has to be donewith only slashing weapons to cut free.And this will make the Buwaya very angry...Once per day, the Buwaya is able to

produce a powerful sonic roar. It typi-cally uses this roar when attacking shipsor large groups of prey. Any vehiclesubjected to this attack will lose 1d3levels of condition grade due to thedamage it causes. The vehicle is alloweda saving throw based on the highest levelcharacter aboard own saving throw againstthat type of attack.

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Like dragons of myth, the Buwaya loveto collect treasure and keep it hiddenaway deep within the ocean, usually in-side old ruins or shipwrecks that theyhave managed to create an air pocket, tokeep their goods from wasting away.Mutation: gigantism, sonic roar (new).

CCCCCCold Pali

No. Enc: 1 PatchAlignment: NeutralMovement: 0Armor Class: 9Hit Dice: 10Attacks: specialDamage: special, see descriptionSave: L6Morale: 12Hoard Class: None

Cold Pali is found infrequently among

the rice paddies of the Southeast Asiancountries. It is literally indistinguish-able from its un-mutated cousin, therice plant. Each patch of Cold Pali cov-ers one square foot per hit dice. Atypical Cold Pali is 10 feet in diam-eter, but entire fields have been knownto grow up to hundreds of feet across.Typically, the Cold Pali grows among

other rice but, when the tribes go toharvest it, its true nature is revealed.When disturbed (e.g., by moving throughit), the Cold Pali releases a burst offreezing cold energy, damaging every-thing within a 10-goot radius. Anythingcaught in this radius suffers 10d6 dam-age (save vs. energy attacks for halfdamage).Of course, this kills the regular rice

plants as well as the harvesters. It isthus a hated plant, greatly feared bythe tribal folk who rely on rice as afood staple. Fortunately for mosttribesfolk, they have been able to fig-ure out ways of distinguishing Cold Palifrom the un-mutated version; the easi-est way to tell is that the ambient airtemperature around the Cold Pali is typi-cally a few degrees lower than that ofthe rest of the field. Keen tribesfolkare able to detect this and can usuallymap out the location of where the ColdPali is located.Tribals have discovered that the only

way to effectively destroy crops of ColdPali are to use poisons or non-energy-based mutations, as any energy-basedweapon is turned back on the user.Mutations: reflective epidermis (all

energy).

Corpse Eater

No. Enc: 1d4Alignment: NeutralMovement: 120’ (40’)Armor Class: 5Hit Dice: 9Attacks: 3 (bite, 2 claws)Damage: 1d12/1d8/1d8Save: L9Morale: 7Hoard Class: VI

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These mutated humans are sometimes mis-taken for Aswang (q.v.). Instead of be-ing supernatural monsters, however, theyare just one of many mutated humanoidsthat inhabit the tropical wastes. Likethe Aswang, they live among human orhumanoid communities, using theirMetamorph ability to appear as regularhumans. The only time they revert totheir true form is when they are feed-ing.Their true appearance is that of a

skeletal human with bright red eyes andmonstrous fangs, as well as wickedly-clawed hands. They are completely hair-less and their skin has the pallor of acorpse, alternating from bruised look-ing to pale white.Despite their appearance, Corpse Eat-

ers are not true monsters. Most are con-tent to live among human communities ashumans, only feeding when they have to,while others actually become monsters,kidnapping victims and killing them,allowing the bodies to begin decompos-

ing before they feed.Corpse Eaters reproduce by taking hu-

man or humanoid mates, never revealingtheir true appearance to their mates.They have the same gestation period andthe same lifespan as regular humans orhumanoids, and all children born appearto be human or humanoid. It is not untilthe children reach puberty that theybegin to take on the appearance of theirparents. When puberty hits, the CorpseEater will take the child away from thehuman parent and teach it about its truenature and how to control its metamorphpower.Corpse Eaters must eat carrion in or-

der to survive, but they can also con-sume regular food, which helps them fitinto human communities. They can feed onanimal or humanoid corpses, but only thetrue monsters of this mutated race feedoff the latter.When they feed, Corpse Eaters must

revert to their true forms or, if theyneed to defend themselves, they will usetheir natural forms. Any creature bit-ten by a Corpse Eater must save vs.poison or contract the flesh-eating dis-ease or leprosy (GM’s choice).Mutations: aberrant form (natural weap-

ons, xenomorphism), dietary requirementchange (carrion, new), metamorph.

Curser

No. Enc: 1Alignment: NeutralMovement: 120’ (40’)Armor Class: 6Hit Dice: 7Attacks: 1 (bite)Damage: 1d3Save: L7Morale: 9Hoard Class: IX, X

Cursers appear to be for all intents andpurposes to be human females with ruby-red eyes and snow-white hair, much likealbinos. Their physical appearance isotherwise as varied as that of pure hu-mans, and they have the same gestationperiod. They will, however, only take

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pure humans as mates and any offspringproduced is always female, and a Curser.Cursers are greatly feared by the people

of Southeast Asia as they are consideredto be both witches and very evil innature. That is not the case, however,as they are actually neutral and have nodesire to harm others. But, if they arewronged in any way, they are quick toexact revenge and have many powerfulmutations to aid them.Most of the time Cursers live in se-

clusion but typically stay within a day’swalk of most communities. Often theywill take on the forms of other women,and sometime even men or regular ani-mals, in order to scout out any settle-ments they wish to live near, and to geta feel how the locals feel toward mu-tants and see what they have to offer intrade goods, technological level etc.Cursers’ homes are always hidden away,

be it deep in the woods, underground, inruins, or other such places. The interi-ors of their homes are very clean andneat, with comfortable furnishing andall the luxuries that they can obtain.When wronged or attacked, they will

often use their mental phantasm muta-tion in order to scare away any would-beattackers, usually creating illusionsof powerful mutant beasts that livenearby or something else appropriate.If an attacker is not deterred by this,the Curser has several other mutationsthat will come in very handy (e.g., en-ergy ray). Every time they use this mu-tation, it has a different effect, beingheat, cold or electricity. Often theywill use this in conjunction with mentalphantasm, making it appear as if theyare throwing bolts of lighting, fire-balls, iceballs.Lastly, Cursers have a powerful men-

tal ability that, for all purposes, seemsto place a curse on anyone they wish.Treat this as a mental attack with theCurser having a Will Power of 10 + 2d4.If the attack succeeds, the target dis-covers that its life is now filled withterrible luck. The target of the cursesuffers a -3 to all saves as well as a -1 to all attack rolls and -1 per dice of

damage (e.g., if a cursed victim doeshit a creature and the weapon does 2d6points of damage, they will roll damageas usual but subtract 2 from the total.So, if they would normally do 7 pointsof damage with the attack, it becomes 5points as a result of the curse). Thetarget is allowed a saving throw eachday against energy attacks to shake offthe effects of this curse (with the in-clusion of the -3 penalty). The cursewill last for 21 days unless it is shakenoff or the Curser who used the attackdecides to end it.Mutations: energy ray, mental phan-

tasm, negative energy effect (new), nightvision, psionic flight, shapeshift (new).

DDDDDDamit Eater

No. Enc: 1d6 (10d100)Alignment: NeutralMovement: 9’ (3’)

Fly:150’ (50’)Armor Class: 4Hit Dice: 1Attacks: 1 (bite)Damage: 1d3Save: L1Morale: 7Hoard Class: None

These creatures are large mutated mothsand are descendents of the common gypsymoth that is found worldwide (and, like

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many mutated insects, are somewhat largerthan their tiny ancestors).These creatures grow to have a wing-

span of 1 foot in length, but weigh nomore than a single pound. Their wingsare flat gray in color but their bodieshave a strange pattern that looks likeplaid.Unlike their ancestors, which fed off

of plants and the like, once these crea-tures undergo the change into the mothstage they retain their mandibles andstill need to eat in the same manner.They have huge appetites and can feedoff of fibrous plants but this barelysustains them and they are attracted toany sort of cloth. Normally, they flitabout seeking a suitable source of foodand, when they find it, send out aninstinctual telepathic “burst” that willattract the attention of all other DamitEaters within a 10-mile radius. Whenother Damit Eaters receive the call theyteleport to the location to join thefeast.The bites of these creatures are purely

accidental and they are mainly inter-ested in getting at the clothing and,unless the unfortunate victim happensto be a fibrous plant, will only bitewhile eating food.The cocoons of these moths are highly

sought out by tribal folk because thesilk makes strong, soft cloth. And,strangely enough, Damit Eaters will notconsume clothing made from this silk.Mutations: gigantism, neural telepa-

thy, teleport.

Digger

No. Enc: 1Alignment: ChaoticMovement: 90’ (30’)

Swim: 150’ (50’)Armor Class: 4Hit Dice: 12Attacks: 1 (bite or ram)Damage: 1d12 plus class 8 poison/4d6Save: L12Morale: 7Hoard Class: None

Diggers are dangerous mutated descen-dents of whitefish that have adapted tolife both in the water and on the shores.These creatures have grown to five feetin length and their fins have developedso that they can move and burrow on theloose sand that is commonly found alongthe shorelines of the oceans.Diggers’ bodies are covered in iri-

descent scales and have tiny holes allover, which is where their main defensecomes out from, spikes tipped with Class5 poison.These creatures come out of the water

in order to hunt. They use their modi-fied fins to burrow into the loose sandand cover themselves up so that they arehidden from view. Their eyes can extendfrom their skulls on retractable stalksand are the only things that are visiblewhen they are hiding in the sand, butlook like nothing more than misshapentwigs that have washed upon the shore.When they attack, typically by sur-

prise, they burst out of the sand andattempt to ram their intended targets,impaling them on the spikes and allowingtheir poison to incapacitate or out-right kill their victims. Once they havedealt with a victim, they quickly feedoff the remains and then return to theocean until it is time to feed onceagain.Diggers are very territorial and will

fight others of their kind that encroachupon their territory.Mutations: aberrant form (xenomorphism,

natural weapons), toxic weapon.

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EEEEEEgret Puppeteer

No. Enc: 1d12Alignment: NeutralMovement: 30’ (10’)

Fly: 150’ (50’)Armor Class: 7Hit Dice: 2Attacks: 1 (peck)Damage: 1d4Save: L2Morale: 4Hoard Class: special (see below)

Egret Puppeteers are mutants that havedeveloped a strange way of defendingthemselves. These Egrets appear as theydid before the final war, long-neckedbirds with long bills, up to 2 foot talland weighing about 10 pounds, that livearound shorelines, marshes, and ricepaddies in many Southeast Asian coun-tries.These birds spend their days eating

snails, small lizards, crabs, fish, andlarger insects, and have been known tohang around water buffalo and other largemammals, eating parasites that live offthe skins of these creatures. They livetogether in small colonies, typicallyof up to a dozen birds. They lay threeto five eggs every four months and theparents stay with the eggs, incubatingthem for about three weeks until theyhatch. The young grow to adulthood intwo months.What sets these mutated birds apart

from their non-mutated cousins is thefact that they have developed powerfulmental mutations that allow them to con-trol robotic units. They can quite lit-erally take over the CPUs of programmedand Artificial Intelligence units andforce them to become guardians for them,protecting them from larger predatorsand from hunters. If a robotic unit provesto be too difficult for one Egret Puppe-teer to handle, other members of theflock will use their metaconcert muta-tion to help try to take control of the

unit. This ability has a range of up to150 feet and, if they go past this range,any controlled robotic unit is auto-matically freed from the control of theEgret.When they are feeding, Egret Puppe-

teers will keep their robotic guardiansnearby, typically hidden from casual view(e.g., in tall reeds, trees, gullies).Only when they feel threatened do theybring out their guardians to attack.Most of the time the Egret Puppeteerwill simply fly high into the sky untilthe threat has been dealt with or theguardian has been destroyed.The GM can determine the strength of

guardians as appropriate and/or use EgretPuppeteers against parties that haveandroids in the group.Mutations: metaconcert, possession

(computer, new).

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FFFFFFlensing Eel

No. Enc: 1d12Alignment: NeutralMovement:

Swim: 120’ (40’)Armor Class: 3Hit Dice: 6Attacks: 5 (bite, 4 fin slaps)Damage: 1d6/1d10/1d10/1d10/1d10Save: L6Morale: 7Hoard Class: None

These mutated eels are found all overthe oceans and waterways of SoutheastAsia. They are on average eight feet inlength and can weigh in at more than 200pounds. They are a deep, nearly-blackgreen in color and have heads that looklike grinning human skulls filled withdagger-like teeth.Flensing Eels live in small colonies

that are grouped around underwater wreck-age or outcroppings of rock, places wherethe creatures can live in peace and layin wait for meals to swim by — or formeals that are too curious for their owngood.Instead of a hard internal bone struc-

ture, the skeleton of the fish is hardcartilage, allowing it to fit into spacesmost creatures of its size would nothave a hope of fitting into.These creatures move very quickly un-

der the water and when they attack, theybite and then curl around their targetsat blinding speed, slashing at them withfour fins that serve no other purposebut attack. These fins are tipped withrazor-sharp barbs that can tear througheven the thickest hides, inflicting hid-eous wounds.Mutations: aberrant form (natural weap-

ons), skeletal structure modification(cartilage, new).

Flying Puffer

No. Enc: 1d20Alignment: NeutralMovement: 60’ (20’)

Swim: 150’ (50’)Fly: 210’ (70’)

Armor Class: 4Hit Dice: 1Attacks: 1 (bite or slam)Damage: 1d3 or 1d8Save: L1Morale: 4Hoard Class: II, III

Flying Puffers are mutated puffer fishthat have developed the ability to flyand breathe air. The fins of the fishare greatly elongated and when in theair work quite readily as wings, whichis a great way for the creatures toescape from potential predators and al-lows them to stay on dry land for shortperiods of time. The Flying Puffer cantypically stay on dry land for two hoursat a time before they need to return tothe water.These creatures are typically no more

than a foot in length and weigh aboutfive pounds.Like their ancestors, Flying Puffers

are generally quite small, until a threatpresents itself. When this happens, thepuffer can expand its body to tremendousproportions, easily growing to three feetor more and greatly increasing theirdensity, while causing powerful spines

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to pop out from its scaly flesh. Thesespines are also coated with a mild toxin(class 2) that can cause painful burnswhen they pierce the skin.If threatened, the Flying Puffer can

either bite or slam its body into thatof a target, piercing it with its spinesand allowing its toxin to cause evenfurther damage. When a Flying Pufferuses this latter form of attack, how-ever, it is no longer capable of takingflight, so one will typically use itonly when it cannot escape from a preda-tor. They are, however, quite timid andmore often than not prefer to flee po-tential predators.Although somewhat dangerous to hunt,

Flying Puffers are a staple in the dietsof many shore-dwelling communities, asmany portions of these fish can be usedfor not only food but also as weaponsand for medical purposes.Mutations: aberrant form (xenomorphism),

complete wing development, density al-teration, spiny growth, toxic weapon.

GGGGGGek

No. Enc: 1d12Alignment: NeutralMovement: 120’ (40’)

Climb 120’ (40’)Armor Class: 6Hit Dice: 2Attacks: 1 (bite) or by weaponDamage: 1d3 or by weaponSave: L2Morale: 6Hoard Class: II, III

Geks are a race of tiny mutated geckos,descended from the common house geckosfound throughout Southeast Asia. Thesecreatures have evolved rudimentary in-telligence and live in small clans, whichmark out their territories and defend itfrom intruders.These small mutants are no more than a

foot in length from the tips of their

noses to the bases of their tails. Thetail itself is usually as long, if notlonger than, the body. Geks typicallymove about on all fours but have beenknown to stand on their hind legs anduse their forelimbs for manipulation.They are also known to use weapons otherthan their natural bites.Geks have powerful pads on their feet

that allow them to cling to any surfacesand can move at full speed up walls,across ceilings, and the like.These creatures live in small family

groups, made up of roughly equal numbersof males and females. The leader of eachparticular clan is typically the stron-gest and most intelligent member and canbe of either sex. They make their homesin small caves or in damp ruins andtheir diet consists almost exclusivelyof insects, both normal and mutated. Itis not unknown for Geks to hunt insectssignificantly larger than themselves andit is a well known fact that the moredangerous an insect is, the more likelythey will target it. Thus, they are of-ten welcomed by tribes that have beenhaving issues with dangerous insects.Communication is via a complex lan-

guage of grunts and clicks, which isdifficult for most other creatures tounderstand, let alone use.Geks have a highly-developed natural

chameleon epidermis, which allows themto remain almost invisible in the rightconditions, and have a natural immunityto all poisons. Due to the nature oftheir skin, these creatures need to benear water and have to moisten theirskin at least once every 24 hours orthey begin to sicken and will soon die.Although Geks have no use for techno-

logical artifacts, they do recognize theimportance of such items and will oftentrade found items for food or the rightto hunt in a particular locale. Also,Geks do use primitive weapons, such asspears and clubs, when dealing with preythat could cause them significant harm.Mutations: chameleon epidermis, cling-

ing (new), epidermal dependency: (wa-ter, new), increased sense (sight, hear-ing, smell).

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Gentle Giant

No. Enc: 1d4Alignment: LawfulMovement: 90’ (30’)Armor Class: 1Hit Dice: 20Attacks: 2 (punches)Damage: 2d12+5d6+15/2d12+5d6+15Save: L20Morale: 12Hoard Class: V, IX

As their name implies, these mutatedhumans are massive, powerfully-builtcombat monsters. They typically standat eight to 10 feet in height and weighbetween 500 and 1,000 pounds. Their out-ward appearance is that of a tank on twolegs, their bodies being covered withreflective bony plates that stop all butthe most powerful attacks and are ca-pable of turning blades and even energyattacks. Gentle Giants’ visages arefrightening to most people, with heavybrows, eyes set deep within their sock-ets, and large, steam-shovel-like pro-truding jaws. Their hands are massiveand have steel-strong spikes protrudingfrom their knuckles.A surreal blue third eye is located in

the center of the forehead, which iscovered by the body armor and only openswhen the giant is studying or speakingto someone.Gentle Giants are very soft spoken and

are quick to smile, although most peoplefind this disconcerting, and they have awell-developed sense of humor and canappreciate beauty in all its forms. Thosethat befriend others consider it to befor life and are loyal to a fault.Despite their truly frightening ap-

pearance, Gentle Giants are just that.They are a very peaceful race, capableof showing great tenderness and mercy,and are selfless and always willing tohelp those in need. They quite literallylive by the philosophy of “turn the othercheek” and will forgive an attack, aslong as the offender does not continue.If they are forced to defend themselves,they are a deadly force to be reckoned

with, able to beat down all but the mostdangerous foes.Even though they are peaceful and pre-

fer to avoid fights at all costs, GentleGiants will on the occasion take up acause and will go to war. Usually, thisis when there is a dangerous creaturethat has taken many lives, or a despotthat is making life difficult for oth-ers. Heaven itself quakes in fear whenthese giants go on the warpath.In combat, they are truly deadly oppo-

nents. Gentle Giants will readily usethe extreme body adjustment mutation inorder to obtain any advantage they canuse against targets. This, combined withtheir combat empathy, greatly increasedstrength, and various mental mutations,nearly ensure that, if they get intocombat, they will emerge the victors.Mutations: aberrant form (natural weap-

ons), bizarre appearance (drawback),combat empathy, empathy, extreme bodyadjustment (new), gigantism, increasedphysical attribute (strength, constitu-tion), intellectual affinity (martial),molecular intuition (new), natural ar-mor (extreme, modified), precognition,reflective epidermis (heat, electrical).

Guav

No. Enc: 1Alignment: NeutralMovement: 0Armor Class: 2Hit Dice: 17Attacks: special, see descriptionDamage: special, see descriptionSave: L17Morale: 12Hoard Class: incidental

Guav are fairly uncommon mutated guavatrees that are found in Southeast Asia.Like their un-mutated cousins, the Guavappear to be moderately tall fruit-bear-ing trees, standing at a maximum heightof 25 feet.Guav produce fruit only one time a

year. During the spring, the trees flower,attracting many different types of fly-ing insects to help in pollination, and

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the flowers grow within two months intofull guava fruit; a tree produces 200-500 individual pieces of fruit.For the most part, Guav are harmless,

although if they are injured or threat-ened in any way they have a unique wayof defending themselves, and will sendout 1-10 specialized sensor pods at-tached to long, snake-like vines. Pro-truding from the tree, these pods fanout in all directions, and have a rangeof 35 feet. The pods will then activelyseek out life force energy and will tar-get it with several different types ofattacks.First, the tree will attack with a

burst of heat energy which has a rangeof 50 feet. It can only use this attackonce every five combat rounds. If theattack does not dissuade any predators,it will use a second specialized attack,squirting out a stream of powerful acidthat does 5d6 damage. It will continueto burn, the damage being reduced by 1d6per round until after round six it causesno further damage. The tree can only usethis attack once per day.Finally, the tree will use its control

temperature attack. This attack is anarea-of-effect attack, covering an areaof 25 feet in diameter. It will continuethis attack until the attackers eitherflee or are killed outright.Mutations: energy ray (heat), natural

armor (plant), natural vegetal weapons,new senses (life force sense, new), tem-perature control.

HHHHHHaribon

No. Enc: 1d6Alignment: NeutralMovement: 90’ (30’)

Fly: 150’ (50’)Armor Class: 5Hit Dice: 7Attacks: 3 (beak, 2 claws)

or by weaponDamage: 1d4/1d6/1d6Save: L7Morale: 8Hoard Class: VII, VII, XII

These magnificent birds were, before thefinal war, on the verge of extinction.The only reason that they survived in-stead of disappearing from the planetforever was due to the extensive work ofpre-war conservationists, who workedtirelessly to breed the birds in captiv-ity. Although many of the creatures’ancestors died during the holocaust,those that survived ended mutating intoa highly-evolved race.Physically, the Haribon, or Philip-

pine Eagle, appears much as it had be-fore the final war, standing nearly ayard in height and with a wingspan ofalmost six feet and with a weight of nomore than 50 pounds.The Haribon has evolved into an intel-

ligent species that is able to communi-cate and use tools. They live togetherin small family “flocks” high up in themountains of the south Pacific islandchains. Although primitive by most in-telligent racial standards, the Haribonemploys artifacts whenever they can gettheir talons on them, and they have anatural affinity when it comes to figur-ing out pre-war artifacts.Haribon like shiny objects, and are

particularly fond of silver and gold.They also understand the value of suchprecious metals and hoard them, eventhough they rarely actually use theirtreasure. Because of their intuitivegrasp of understanding technology, they

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often are hired out by people who havedifficultly understanding or figuringout artifacts that they have discov-ered. For a fee, the Haribon will worktogether to discover the secrets behindany artifact that they are presentedwith. Those who deal with the Haribon doso with the utmost confidence because,due to some genetic quirk, these crea-tures are incapable of lying. This muta-tion goes both ways, however, and theHaribon are able to tell when someone islying to them — and they don’t takekindly to dishonesty.When threatened, a Haribon can use its

formidable talons as well as its beak incombat, but prefers to use its energyray instead, which has a range of 50feet. They are not above using powerfulartifact weapons to defend themselves,thanks to their telekinetic hands.Mutations: echolocation, energy ray

(electrical), intellectual affinity(tinkering), intuitive lie detection(new), quick mind, telekinetic hands(new).

Heap

No. Enc: 1d6Alignment: ChaoticMovement: 60’ (20’)Armor Class: 0Hit Dice: 5Attacks: 3 (slaps)Damage: 1d10/1d10/1d10Save: L5Morale: 12Hoard Class: III, IV, V, XX

(artifacts only)

Heaps are strange creatures and waste-land scholars argue about their originand whether or not they are a form ofslime or a type of plant. Either way,these creatures are dangerous and un-predictable, and downright evil in theirown right.Heaps appear as piles of garbage typi-

cally about five feet in diameter. Theylook like anything from rusted cans mixedin with paper and shards of glass, tochunks of rubble, to piles of discardedclothing. The only thing that they havein common is that there is an abundanceof green, slimy-looking moss that cov-ers portions of the creature. In real-ity, this substance is the “glue” thatholds the Heaps together and containstheir alien intelligence.Heaps are found only in ruins or places

where there is an abundance of litter orrubble to use. They lay in ambush, evenwhen they are not hungry, waiting forhapless victims to pass by and then theyspring their attack, surprising on aroll of 1-3. They use three, five-foot-long long pseudopods covered in rock andjagged garbage to attack targets and, ifthey are able to kill a victim outright,roll the bulk of their body over thecorpse and feed on it, adding anythingit is carrying to their own mass. Thesecreatures are actually quite hard tohurt, because the garbage and junk thatthey use makes excellent armor. Theyoften toy with victims and often usemoney or artifacts as potential “bait”to try and lure them in.Once a year, a Heap will reproduce,

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and literally splits in two, dividing upits total hit points between the twocreatures. For some reason, there willnever be more than six of these crea-tures in any single location. When theannual splitting occurs, any new Heapscreated over six will leave and findterritories of their own.Mutations: toxic weapon.

Hydrosaur

No. Enc: 1-d4Alignment: NeutralMovement: 120’ (40’)

Swim: 90’ (30’)Climb 120’ (40’)

Armor Class: 3Hit Dice: 8Attacks: 4 (bite, 2 claws, tail slap)Damage: 1d6/1d8/1d8/1d10Save: L8Morale: 6Hoard Class: VII

Hydrosaurs are the mutated descendentsof the sailfin lizard. These reptilesare nearly six feet in length and canweigh in at well over 400 pounds, makingthem considerably larger than their muchsmaller ancestors.Hydrosaurs make their nests on the

shores of rivers, lakes, and other bod-ies of water, although they do prefer tolive near salt water. They spend most ofthe day either sunning themselves on therocks or hunting for food along the shoreor in the water. Their favorite food isfish, although they will hunt and killsmaller mammals, reptiles, and othercreatures.Males are solitary and will often fight

one another for territorial rights, buttypically not to the death, with theloser leaving and finding territory ofits own. Females find a mate once everyfour years and build a nest, hidden awayfrom sight, which they line with shinyobjects (thus the hoard class), and thenlay one to three eggs at a time. Thefemale stays with the young after theyhatch, nurturing and caring for themuntil they reach maturity in three years.

Hyrdosaurs, if captured at a very earlyage or taken before they hatch, willbond with those who feed and care forthem. The lizards become quite loyal,are actually very affectionate, and en-joy having the scales around their necksrubbed. They will defend those who theyconsider to be their “parents” to thedeath.Although they are huge, these crea-

tures are actually quite timid and aremore likely to flee than to fight but,when they are attacked or cannot escape,they make quite formidable opponents asa result both of their natural weaponsand the mutations they possess.Anyone bitten by a Hydrosaur must save

vs. poison or contract the flesh-eatingvirus. Also, the lizards have a third,almost vestigial eye located on the topof their heads, almost directly centerbetween the regular eyes. This eye re-mains closed most of the time, exceptwhen the Hydrosaur employs its opticemissions.Mutations: clinging (new), gigantism,

increased sense (sight, hearing, smell),optic emissions (gamma eye), reflectiveepidermis (radiation), thermal vision,toxic weapon.

iiiiiIron Eater

No. Enc: 1d8Alignment: NeutralMovement: 120’ (40’)Armor Class: -1Hit Dice: 14Attacks: 1 (bite)Damage: 4d12 plus acidSave: L10Morale: 12Hoard Class: None

Iron Eaters are mutated beetles that arecommonly found in Southeast Asia. Thesegigantic creatures can reach eight feetin length and weigh in at well over2,000 pounds. Their exoskeletons look

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like rusted iron, and flakes are con-stantly dropping off their bodies. Likemost beetles, they move around on sixlong legs. The head is segmented fromthe body and they have powerful pincersthat can rip through the toughest ofmetal. Three obsidian eyes are centeredin the head, directly above the man-dibles. Hidden behind the mandibles is asiphon-like mouth, from which they spewa powerful corrosive acid, and whichthen acts like a vacuum to clean up themelted slurry of metal for them to in-gest. Finally, two two-foot-long feath-ery antenna protrude from the tops oftheir heads, which help the Iron Eatersto locate metal.Although they appear almost robotic,

they are in fact just mutated insectsthat eat any kind of metal. Because ofthis they are usually found in the manyruins that dot the landscape, content-edly melting and consuming the metalthat is found is such abundance. For themost part, they ignore the majority ofcreatures they encounter, excepting thoseusing an abundance of metal equipmentand armor.The beetles attack by first shooting a

stream of highly-corrosive acid onto atarget (a successful to hit roll is re-quired). This acid does 8d6 damage perround and will continue to burn for 1d6+4rounds. Any metal object hit by thisacid requires a save vs. poison (use thecharacter’s saving throw) or it will be

destroyed outright, no matter what levelof condition grade it has. The beetlewill then go and suck up the meltedmetal, healing 1d6 points of damage perpound of metal it has consumed.The beetle can produce this acid once

every four hours. If it has used theacid, it will use its powerful mandibleto literally rip metal apart, breakingthe chunks down into smaller, bite-sizedbits that it shovels into its mouth.If robotic units are capable of feel-

ing fear, these mutated beetles are ableto instill it in them.Mutations: aberrant form (natural weap-

ons), dietary requirement change (basemetal, new), gigantism, new senses (mag-netic sense, new), toxic weapon.

Itim OnanoNo. Enc: 1d6Alignment: NeutralMovement: 90’ (30’)Armor Class: 7Hit Dice: 5Attacks: By WeaponDamage: By WeaponSave: L5Morale: 8Hoard Class: I, II, V

Itim Onano are diminutive mutant humanswho live on the outskirts of villagesand larger communities located through-out the Southeast Asia island chains.Itim Onano appear to be perfectly-formedhumans with two exceptions. First, noneever grow taller than three feet inheight, with the average being two-and-a-half feet, and weigh no more than 30pounds. Second, their skin is a pureobsidian black.During the daylight, their coloration

causes the Itim Onano to stand out but,in the darkness, they are like ghosts,capable of using shadows to remain com-pletely unseen. In dim light or darknessand Itim Onano is effectively invisibleand surprises on a 1-3 under these con-ditions.Most humans and humanoids consider the

Itim Onano to be pests, robbers, andcreatures to be exterminated. There is

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some justification for this, as theylive off the work of others, sneakinginto homes and dwellings during the dark-est hours to take food and objects thatthey find useful.Others see past this and know the po-

tential use of these diminutive beings.More unscrupulous types often hire ItimOnano to act as spies, thieves, and sabo-teurs, which the Itim Onano are oftenmore than willing to do — for a fee, ofcourse.These mutants live underground, or in

ruined buildings, caves, hollows of trees,and the like. Although some people be-lieve that they live like animals, theItim Onano are very clean and keep theirdwellings tidy and neat.In combat, these mutants will use dag-

gers or short swords and have been knownto use bows. Occasionally, they will usesmall artifact weapons, such as pistolsor small melee weapons, but find largerweapons to be unwieldy and difficult tohandle.Itim Onano are capable of wearing cus-

tom-made armor, but typically forgo do-ing so, as armor this diminishes theirnatural night-time camouflage.Mutations: clinging (new), dwarfism,

increased hearing, night vision.

KKKKKKarpintero

No. Enc: 2d6Alignment: NeutralMovement: 30’ (10’)

Fly: 150’ (50’)Armor Class: 0Hit Dice: 4Attacks: 1 (peck)Damage: 1d10Save: L4Morale: 10Hoard Class: None

Karpinteros are the descendents of thecrimson-sacked woodpecker, commonly foundin Southeast Asia. These small birds

appear to be much the same as they werebefore the final war mutated their an-cestors. They stand at only a foot inheight and weigh no more than five pounds.What sets Karpinteros apart from their

ancestors is that their beaks and feath-ers are laced with metal and incrediblytough. This accounts for their very lowarmor class and, given enough time, theycan peck through pretty much any type ofmaterial. If something proves to be tootough for the Karpintero to get throughthe bird can regurgitate a powerful stom-ach acid that, with enough time, willsoften up and break through all materi-als. This acid causes 4d6 damage perround and will continue to burn throughany material it hits for 2d4 rounds. Thebird can produce this acid once everyfour hours.Their main diet consists of large in-

sects, which they will actively huntout, no matter where they hide. Grubsand insect eggs are a particular favor-ite of theirs.Karpinteros are very social birds and

will never be found alone. Sometimes a

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single pair will be a mated pair, whileother times they are a small family groupor flock. If captured at a young age, ortaken before they hatch, the birds canbe raised and trained by human(oid)s toact as pets or guardians.A mated pair will produce 1-4 eggs

annually and once the eggs hatch, theyoung Karpinteros mature within sixmonths.Mutation: natural armor, toxic weapon.

LLLLLLeech Vine

No. Enc: 1Alignment: NeutralMovement: 0Armor Class: 5Hit Dice: 12Attacks: constrictive tendrils,

blood drainDamage: 2d6 (special,

see description)Save: L12Morale: 12Hoard Class: I, II, V, VIII

Leech vines are a very common plant preda-tor found throughout the Southeast Asianjungles and swamps. They appear to benearly identical to numerous other com-mon flowering vines, so by the time acreature figures out that they are neara leech vine, it is often far too late.The vines typically have a symbiotic

relationship with larger trees, cling-ing to them and gaining nourishment,while protecting their trees from preda-tors and often providing them with freshfertilizer.Each vine is covered with hundreds of

brightly-colored flowers, which exude apowerful pheromone to attract potentialfood. Unlike other plants, the LeechVine can actively control the release ofthis pheromone, deciding when to use it.The vine keeps its constrictive ten-

drils hidden inside its body until ithas enticed a victim to come close enough

for it to attack. The vines can reachout up to 20 feet from the main body ofthe plant, and shoot out through theflowers that cover the vines.Once the vine has wrapped around a

victim it constricts, doing 2d6 damageper turn. At the same time tiny thornspop out from the flesh of the vine andpierce the skin of the victim, drainingan additional 2d4 points of bodily flu-ids per round. Half of the fluids drainedthis way are returned to the plant asextra hit points, healing any damage ithas sustained.Any treasure found around the plant is

purely coincidental, having been droppedfrom creatures that could not escapefrom its grasp.Mutations: chameleon metamorph, fra-

grance development, modified vines androots (constriction, fluid leech vines;new), prehensile tendrils (constrictive).

MMMMMManananggal

No. Enc: 1Alignment: ChaoticMovement: 120’ (40’)

Fly: 150’ (50’)Armor Class: 3Hit Dice: 14Attacks: 3 (bite, 2 Claws)Damage: 1d10 (special, see

description)/2d8 (special,see description)/2d8(special, see description)

Save: L14Morale: 7Hoard Class:

Manananggal are mutated shape-shiftinghumanoids that are right out of Filipinomythology. These creatures take on theappearance of regular humans or human-oids, typically very attractive malesor females, and usually live lifestylesof luxury in whatever communities theyhave taken for their homes.The actual appearance of Manananggal

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is quite monstrous. They are hairlesscreatures, with huge bat-like wings thatallow them to fly. Their skin is a deepcrimson, which looks almost black incertain light. The eyes are unusuallylarge and are pure white, seeming to bewithout pupils. Typically they make itappear as if they do not have a lowertorso, and the illusion makes it looklike their internal organs are hangingloose beneath them as they fly around.Manananggal have only two fangs in

their mouths, and these are are hollowand allow them to suck their victims’blood, the only food from which theygain any nutritional value. Their handshave long, razor-sharp and nearly-inde-structible claws, which they use in com-bat to hold onto their victims, and thepalms of these appendages have smallmouth-like organs, which allow the crea-ture to suck blood from the wounds theyinflict. Whenever they successfully hitwith a bite or claw attack, they areable to inflict an additional 1d8 pointsof damage each succeeding turn thereaf-ter, so long as they maintain a grip ontheir victim. This requires a second tohit roll with a bonus of +4. All damageinflicted in this way heals wounds suf-fered by the creature.This monsters also possesses the men-

tal phantasm mutation, which they use tomake their appearance as hideous as pos-sible, helping to enhance their feargeneration mutation. Any NPC seeing oneof these monsters must immediately makea morale save and, if it fails, mustthen flee from the creature. If any NPCsmake the check, the creature can thenuse fear generation to try and make themflee. Manananggal are incredibly vain greedy

mutants, more than willing to “vamp” outwould-be suitors, figuratively and lit-erally, for whatever they can get. Manyof these creatures are very wealthy,their husbands or wives having met somesort of accident or attack by a danger-ous mutated creature, leaving all theirworldly possessions to the new widow.The creatures have the same life span

and gestation period as humans, and all

offspring appear to be normal humansuntil they reach puberty, at which timethey undergo their first metamorphosisand learn of their true heritage.Mutations: aberrant form (xenomorphism,

natural weapons), complete wing devel-opment, dietary requirement change (blood,new), fear generation (new), mental phan-tasm.

Manok

No. Enc: 1d20Alignment: NeutralMovement: 120’ (40’)Armor Class: 6 (4)Hit Dice: 1 (4)Attacks: 2 or 2 (peck, 1 wing slap)

or (2 talons)Damage: 1d2/1d3 or 1d4/1d4

(1d6/1d4 or 1d8/1d8)Save: L1 (4)Morale: 6, 8Hoard Class: None

Manok’s are mutated tropical chickens.Physically, they are not all that dif-ferent from their un-mutated ancestors,but there are several unique changesthat set them apart, and make them quitedangerous.Like their ancestors, the Manok live

together in small flocks, with one alpharooster and his brood of hens.The hens lay four to eight eggs every

three months and typically 50-100% ofthem hatch. Most of the chicks are fe-males but some 30% of them are males,which upon reaching maturity — usuallywithin eight months — leave the brood tostart ones of their own. Males that donot leave the brood can fight the alphamale for dominance, with the loser beingkilled outright.Female Manoks can generate a fear field

once every hour to scare away would-bepredators who threaten their eggs oryoung. Other Manok are immune to thisattack.Male Manoks are very dangerous. They

are easily twice the size of the femalesand are very territorial, and will nothesitate to attack any creatures threat-

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ening their broods. Note that the sta-tistics in parentheses represent the maleManok. Like the females, a male is ca-pable of generating a field of fear,which more often than not will cause acreature caught in its effect to flee.If this does not work, and the offendingcreature turns out to be too tough forthe male Manok to deal with, it can usea shriek attack to stun and deafen afoe.The male Manok will stay and defend

its brood against all attackers untilthe females have managed to escape withthe chicks to safety.Mutations: fear generation (new),

shriek.

Maingay Roach

No. Enc: 1d10Alignment: NeutralMovement: 150’ (50’)

Climb 150’ (50’)Armor Class: 5Hit Dice: 1Attacks: 1 (bite)Damage: 1d3Save: L1Morale: 5Hoard Class: None

Maingay Roaches, “noisy roaches,” arecommon pests in Southeast Asia. They canbe found everywhere and, for the mostpart, resemble their ancestors. Theirexoskeletons are considerably tougher,

and they move a lot faster. The worstaspect of the creature is that they re-generate injuries at an almost magicalrate and, if not killed outright, willregenerate all damage sustained in thenext combat round.Maingay Roaches are usually only ac-

tive at night, or stay in dark, dampplaces. They feed on refuse and no mat-ter how carefully someone seals a pack-age, if there is food, the roaches areable to find their way into it by usingtheir insubstantial mutation.The roaches defend themselves mainly

through painful bites, but their bestdefense is in the fact that when theyare hit by physical attack, such as amelee weapon, they let out a painfullyloud screech that can cause injury up to10 feet away. One can use this screechonly once per round, no matter how manytimes it is hit.All Maingay roaches are asexual and

lay one to 100 eggs in dark, damp nestsonce every three months. Despite thefact that they are insects, the eggs areactively sought out by many creaturesbecause of the healing properties theycontain, and a single egg will heal 6+1d6points of damage.Mutations: asexual (new), clinging,

insubstantial (new), sonic burst (new).

May Dalawang Ulo Ang Higante

No. Enc: 1d3Alignment: ChaoticMovement: 60’ (20’)Armor Class: 5Hit Dice: 8Attacks: 1 (bash or by weapon)Damage: 3d6 + 3d6 or by weapon

(base damage plus 3d6)Save: L8Morale: 7Hoard Class: VI

May Dalawang Ulo Ang Higante literallymeans “two-headed giant.” Each memberof the species of mutant human standsbetween 10 and 12 feet in height andpossess two fully-functional heads. Bothmale and females are powerfully muscled

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and easily intimidate smaller creatures.These fierce inhabitants of the SouthPacific island chains are bullies andenjoy picking on those weaker than them-selves ... which is pretty much every-one. They are, thankfully, uncommon.Several factors keep these creatures

from dominating the lands that they in-habit. First, they are incredibly stu-pid, being incapable of understandingeven the simplest artifacts. Only ifsomeone takes the time to actually showthem how to use an artifacts will theyever be able to comprehend it, and andthen only the simplest, such as pistols,rifles, or melee weapons. Second, eventhough they are immensely strong, theymove very slowly.Despite these drawbacks, May Dalawangs

are incredibly tough to kill. They makeup for their slow speed by being able toregenerate from all but the worst inju-ries, given enough time, and their bod-ies are covered with a toxic slime (Class5 poison) that makes physical contact avery dangerous proposition at best. Thesecreatures are immune to the poison slimegenerated by members of their own race.More disreputable types often hire May

Dalawangs out as bodyguards or employthem in mercenary companies, knowing thattheir sheer size and brute strength oftenmake up for their other “shortcomings.”Despite the fact that these creatures

have two heads, they have a single per-sonality that controls the entire body(although they often will use both headsin a conversation, using each head tospeak a word or a sentence).Mutations: atrophied cerebellum (draw-

back), dermal poison slime, dual-headed,gigantism, increased physical attributes(strength), regeneration, slow.

Minuta Cat

No. Enc: 1d6 (hunting parties),5d10 (tribes)

Alignment: NeutralMovement: 120’ (40’)

Climb 60’ (20’)Armor Class: 5Hit Dice: 9

Attacks: 3 or 1 (bite, 2 claws,or by weapon)

Damage: 1d4/1d6/1d6 or by weaponSave: L12Morale: 7Hoard Class: V (Individual), XIII, XIV,

XXI (weapons only,no armor or coins)

Minuta Cats, the mutated descendents ofPhilippine Leopard Cats, can only befound in mountainous regions of South-east Asia. Unlike their ancestors, thesecreatures appear to be nearly human,standing typically at four to five feetin height and weighing in at around 100pounds at the most. Only their headsstill appear to be completely feline,and their bodies are covered with softfur, striped like that of a tiger. Theirhands and feet still retain retractableclaws, which they use for climbing andin combat.These mutants have obtained intelli-

gence on a scale that equals most humansand live in small tribes. Over the gen-

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erations since the first of the MinutaCats achieved sentience, the creatureshave observed human civilization and havetaken many aspects of it as their own.Minuta Cats take one mate for life,

and both sexes mature and can produceoffspring within 10 years. Females ges-tate for six months and give birth tolitters of one to four kittens. The kit-tens are able to care for themselveswithin two years of birth.All young, despite the individual par-

ents, are raised by the entire tribe.Minuta Cats are hunters with few peers

and love combat. Scars are considered abadge of honor and they will activelyseek out weapon masters to learn fromand train with in order to bring theskills back to their respective tribes.Like many primitive peoples, they are

not adverse to using technological ar-tifacts when they can obtain them, andare quite adept at fashioning melee andranged weapons to use when no artifactsare available. Minuta Cats, however,prefer hand-to hand-combat, and one thingthat all tribes have in common is thatsomewhere in the distant past the commonancestors of all the tribes learned KungFu, which is taught to every member fromthe moment they can walk.Because of their extreme body adjust-

ment mutation, they can perform amazingfeats of martial arts prowess, even ifit costs them to do so.Mutations: aberrant form

(xenomorphism), extreme bodily adjust-ment (new), increased balance, increasedsense (sight, hearing, smell).

Mud Doppler

No. Enc: 1d4Alignment: ChaoticMovement: 120’ (40’)Armor Class: 7Hit Dice: 10Attacks: 3 (bite, 2 slams)Damage: 1d10/1d6/1d6Save: L10Morale: 7Hoard Class: VI, VIII

It has yet to be determined exactly whatMud Dopplers are and wasteland scholarshave not been able to determine if theyare some sort of mutated human or some-thing else entirely. At first sight,these creatures appear to be nothingmore than large puddles of mud, usuallycovering an area of about five feet indiameter. When they spring an attack(surprising on a 1-3), these creaturesthen take the appearance of a humanoidmade entirely of mud. In this form a MudDoppler has no features, jus a largemouth filled with dagger like teeth, twoarms ending in blunt appendages, twolegs, and a torso. No sex is evident.As the creature attacks, it absorbs

portions of the victim into its body.Once 10 or more hit points of damage hasbeen done to a single target — a MudDoppler will only attack one creature ata time — a change begins to take placeover the course of three rounds.The first round, the Mud Doppler’s

body will take on the exact physicalshape of the victim. On the second round,the Mud Doppler will then take on allthe victim’s mutations, both physicaland mental. Finally, on the third round,the Mud Doppler will look and act likean exact copy of the victim.These creatures are intelligent and

quite often will capture victims andkeep them secured in a location and thengo on to take over their lives, oftenstealing a victim’s possessions from hisor her home, ruining relationships, andgenerally creating chaos whenever andwherever it can.These creatures can and will use all

manner of weapons, from primitive toadvanced, and they can use armor (al-though not while in their natural forms).While one is duplicating a creature, aMud Doppler is able to live off whateverfood it requires, but in its natural formis parasitical and have to use its vampiricfield mutation in order to survive.It is not known how long these crea-

tures live or how they reproduce.Mutations: aberrant form (natural weap-

ons, xenomorphism), genetic doppelganger(modified, new), vampiric field.

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NNNNNNiyog Tiki

No. Enc: 1Alignment: NeutralMovement: 0 (180’ (60’))Armor Class: 6 (0)Hit Dice: 8 (1 hp)Attacks: 1 (burrow, see below)Damage: See belowSave: L6Morale: 12Hoard Class: incidental,

up to GM to decide.

Niyog Tiki are mutated seed plants thatare parasitical in nature. They haveseveral unique mutations that allow themto quite literally invade a host andthen begin to live off them.In the wild they appear to be clusters

of small oval seeds attached to largebranches. These branches grow out ofother plants and are often found growingfrom carcasses. There are typically sev-eral hundred seeds per plant.The plant seeds come in two varieties

— an edible version and the mobile seeds.No two Niyog Tiki have exactly the sametype of edible seeds and each plant willproduce up to three different variet-ies, and this is the reason manytribesfolk are willing to risk gettingat the plants to harvest the seeds. Theseeds often appear as pineapples, ba-nanas, and mangos but other tropicalfruit types have been seen.It is the mobile seeds that are dan-

gerous. The stats for the seeds are shownin parentheses in the statistic block.When the Niyog Tiki senses living organ-isms approaching, it sends out 1d6 mo-bile seeds per target. When the seedsdetach from the plant, they unfurl andtake on the appearance of small geckolizards, which upon closer inspectionare actually plants. Due to the size andspeed of the seeds, they are very diffi-cult to hit, but can easily be destroyed,as they have only 1 hit point each.

These lizards actively seek out liv-ing creatures and attack by climbing uponto the creature and using the insub-stantial mutation to literally burrowinto the living host.Each seed that succeeds in burrowing

into a host causes 3d6 damage. The seedsthen return to their dormant state andbegin to feed off the host, causing anadditional 3d6 damage per day. Once aseed has drained 30 hit points from thehost it bursts open, causing 6d6 pointsof damage and begins to grow. The seedgrows so fast that it will burst out ofthe host in 1d8 rounds, causing 3d6points of damage per turn until it burststhrough the surface.Any creature that somehow survives the

birth of the seed finds that it has afullygrown Niyog Tiki growing out of it,although the plant will not have sproutedseeds of its own yet; the seeds willappear on the plant 1d4+4 later.The only way to kill a seed that has

burrowed into the creature is to dig itout. The seed can sense someone tryingto get at it and will move around insidethe body. A successful to hit roll isrequired to actually find the seed. Re-moving the seed, once found, causes 3d6damage. Each round that it is not found theseed causes 1d6 damage as it moves around.Mutations: animate seeds, full senses,

insubstantial (new), edible seeds (new,no less than three types of seed).

OOOOOOcto-Aso

No. Enc: 1d10Alignment: NeutralMovement: 120’ (40’)Armor Class: 6Hit Dice: 5Attacks: 3 (bite, 2 tentacles)Damage: 1d6/1d4 (plus poison)/1d4

(plus poison)Save: L5Morale: 6Hoard Class: None

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Octo-Aso are mutated dogs that are actu-ally very common in Southeast Asia. Theyare as easily domesticated as their an-cestors and are used extensively by manyof the tribes.Octo-Aso are about three feet in length

and weigh about 30 pounds and, physi-cally, have an outward resemblance toancient dogs, but this is really onlysuperficial. They are completely hair-less, and their skin is coated with athick, non-toxic slime to prevent itfrom drying out. The most unusual fea-ture of the Octo-Aso, and where they gettheir name from, is that they have twoto eight leathery tentacles sproutingfrom their spines. These tentacles aretipped with spikes that can, upon a suc-cessful attack, inject class 5 poison.An Octo-Aso has no tail or visible earsand its eyes are wide and pure black.Like many of the creatures that are

found in Southeast Asia, these crea-tures use sound as not only a defensebut also as an attack to harm and deafentargets (see page 26 of the Mutant Fu-ture core book for more information).Octo-Aso mate yearly, the females giv-

ing birth to one to six live young at atime. When the animals mature in about ayear, the males typically break awayfrom the pack, usually taking at leastone of the other, non-related females

with them to start their own pack.They are territorial, and will fight

members of other packs for dominance,more often than not forcing the loserout of the territory rather than killingthem outright.Octo-Aso use their powerful jaws in

combat, and will also employ their ten-tacles, although they only use them forstriking and not constriction.Mutations: aberrant form

(xenomorphism), increased sense (sight,smell), shriek, toxic weapon.

PPPPPPalmer

No. Enc: 1Alignment: NeutralMovement: 0Armor Class: 2Hit Dice: 16Attacks: 1-6 (leaf blades) or 1-3

(grapple)Damage: 1d8 (see description)Save: L16Morale: 12Hoard Class: incidental (up to the GM)

Palmers are a rare mutated form of thepalm tree, look identical to their un-mutated cousins, and are typically foundliving side by side with them. Most av-erage in height between 15-25 feet, de-pending on the age of the tree.Like most palm trees, the Palmer sur-

vives on plenty of water and sunlight,but has developed several mutations thatallow it to supplement its diet.First, the leaves of the tree have

mutated. At first glance, they appear tobe just regular leaves but, in reality,have edges that are razor sharp and cancut through most flesh like a hot knifethrough butter.Secondly, the leaves are attached to a

long retractable vine, which spreads outfrom the top central portion of the trunk,allowing the tree to use the leaves likeblades, allowing them to attack up to 25

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feet away.Third, mixed in with the leaves are

carefully-hidden grapple vines that al-low the tree to grab and hold onto vic-tims, so that the tree can slice anddice them at its leisure.Once a creature has been killed, the

tree holds it upside down over the rootsand allows all of its bodily fluids todrain out, which the roots quickly ab-sorb. When it is finished with the corpse,the tree flings it away, having no usefor the meat or any technological arti-facts that it might have possessed. Thedownside to this is that the very act ofdisposing the corpse tends to attractother predators and scavengers to thelocation, making it dangerous for ex-plorers.Every four months the Palmer produces

a batch of coconuts, typically anywherefrom six to 20 of them, and, once theseseeds ripen, the Palmer plucks them fromthe trunk and throws them high and far,usually aiming for a nearby water sourceso that the offspring can be carried

away to new territory. Approximately 50%of the seeds are specially modified sothat they explode on impact, allowingthe Palmer to use them as grenade-likeweapons. Each seed causes 6d6 damage ina 15-foot radius.Mutations: full senses, grenade-like

fruit, natural vegetal weapons.

QQQQQQuaker

No. Enc: 1Alignment: ChaoticMovement: 150’ (50’)Armor Class: 0Hit Dice: 20Attacks: 4-7 (Trample, 3-6 Tusks)Damage: 8d8/3d6 x 3-6Save: L20Morale: 10Hoard Class: None

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Quakers are massive mutated elephants.These evil-tempered creatures have re-mained relatively the same size and shapeas their un-mutated ancestors but havedeveloped several dangerous mutations,making them extremely deadly.First, their skin is covered in thick

bony plates, making them difficult, atbest, to hurt.Secondly, the Quaker will rush an op-

ponent and, if it hits, trample it. Thetarget has to make a save vs. death orbe knocked to the ground. After thetrample attack, the Quaker will use itstusks. Instead of just two of these,they have an additional 1d4 tusks thatthey use to deadly effect in combat.When a Quaker hits a target with itstusk attack, only one roll is required.If the attack hits, the creature suffersfull damage from all the tusks that itpossesses. Note that if a target isknocked to the ground, the Quaker willget a +4 to its to hit roll with thetusks.Finally, the Quaker has a powerful

roar, which it will use to injure anddeafen any opponents that it encoun-ters.Quakers get their name from a special-

ized attack that they possess. The Quak-ers can, by going up on their hind legsand then slamming down with all theirconsiderable might, cause powerful earthtremors. These tremors have a good chanceof knocking opponents to the ground (savevs. death). If they fall to the ground,they will suffer 4d6 points of damage.This attack will affect everything

within a 100-foot radius. Buildings,trees, etc., all have a chance to bedamaged by this creature’s attack. Theextent of the damage caused to struc-tures is up to the GM, but the Quakercan use this attack over and over andover again, as long as it is still alive.Mutations: aberrant form (extra body

parts), natural armor, sonic roar.

RRRRRRadiation Roach

No. Enc: 1d6Alignment: NeutralMovement: 120’ (40’)

Climb 120’ (40’)Armor Class: 3Hit Dice: 6Attacks: 1 (bite)Damage: 1d6Save: L6Morale: 5Hoard Class: None

Radiation Roaches are huge mutated cock-roaches that are prevalent throughoutthe world. They are massive creatures,easily standing four feet high at theshoulder and weighing several hundredpounds each.Like the majority of their un-mutated

brethren, these huge creatures live indank, dark places, preferring to be nearplenty of food (i.e., any type of gar-bage). They breed rapidly and usuallystay near their nests, where 1-100 nymphscan be found in various stages of growth.When the nymphs reach maturity the roachesspread out, claiming territory of theirown. Typically, most communities willhave only a handful, as that is all thatthe garbage output from a small commu-nity will sustain. Larger communitieswill attract more of these creatures.The bite of these creatures is pain-

ful, and most of the time they willspread disease (typically superflu), butalso the bites are mildly poisonous (Class3). The roaches are also able to gener-ate a powerful burst of radiation. Theyuse this if they are startled or findthat an enemy is too tough for them tofight off. This burst of radiation workssimilar to the energy ray mutation, ex-cept that it spreads out from the Radia-tion Roach, up to 15 feet away from thecreature. The radiation emitted is class7. They are immune to all forms of ra-diation.The main reason that Radiation Roaches

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are not incredibly common and over-run-ning most communities is that the shellof the roach nymph, when properly pre-pared, cures all known form of disease.Because of this the nests of RadiationRoaches are actively sought out and har-vested by those in the know.Mutations: energy ray (radiation),

gigantism, reflective epidermis (radia-tion), toxic weapon.

Razor Wing

No. Enc: 5d10Alignment: NeutralMovement: 150’ (50’)Armor Class: 3Hit Dice: 2Attacks: 1 (wing slap)Damage: 1d8Save: L2Morale: 7Hoard Class: None

Razor Wings are the mutated descendantsthe red lacewing butterfly, one of themany hundreds of species of such insectsthat were common in Southeast Asian coun-tries before the final war. They areabout a foot in size and act like mostother members of their species, flit-ting from flower to flower, helping topollinate, and generally preferring tobe left alone.Such creatures will, however, attack

if they are provoked or feel in any waythreatened. The creatures do so by lit-erally flying past a target and lettingtheir wings brush gently across exposedbody parts. The wings of the insect aretipped with near-molecular-thin stripsof metal, making the wings sharper thanrazor blades and allowing them to in-flict horrible wounds.Unless they are heavily armored, any

single creature unfortunate enough tobe caught in a flock of these smallcreatures is typically ripped to shredsin a matter of seconds. Any cloth-basedarmor — but not metal or plastic — willpotentially be damaged by these crea-tures. The wearer must save vs. energyor the armor is damaged and is reduced

to just half its usual protective value.If the armor is damaged three or moretimes it is effectively destroyed. Ar-tifact armor suffers one level of condi-tion grade damage per failure.Razor wings caterpillars are highly

sought out for the silk that they spinas cocoons. This silk is harvested afterthe pupae’s metamorphosis has been com-pleted and is used by many primitivetribes for making clothing.Mutations: aberrant form (natural

weapon).

SSSSSSewer Slime

No. Enc: 1Alignment: ChaoticMovement: 30’ (10’)Armor Class: 8Hit Dice: 20Attacks: 1 (slam)Damage: 1d10Save: L10Morale: 12Hoard Class: None

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Sewer Slimes are horrible creatures andno one has been able to determine whatthey have descended from. They are clearcreatures and most of the time appearsto be condensation or large puddles ofwater. That is typically the only way todistinguish the creature from the nox-ious fluid typically found in sewers andother underground tunnels and places thatare used for refuse by most creatures.This monstrosity is greatly feared by

all creatures because of the way it re-produces. It attacks a creature and thenliterally invades the creature like avirus, slowly re-writing the creature’sgenetic code with its own over a periodof eight days.Such a monster generally feeds only on

refuse, absorbing it into its gelati-nous body, where its digestive fluidsbreak down the organic material and useit either to heal damage or store it asenergy. They are also not above tryingto eat living beings they encounter.Doing so requires a successful to hitroll with its pseudopod and, if it hits,the initial slam does 1d10 damage. Thetarget creature must then save vs. poi-son or suffer an additional 5d6 damageas the acid nature of the slime beginsto eat away at its flesh. Half of thedamage sustained by the victim goes tohealing any damage the Sewer slime hastaken.Any creature that survives this at-

tack must then make an additional savevs. poison or have its body invaded bythe Sewer Slime’s genetic code, whichbegins to re-write the hosts own geneticcode, slowly transforming the creaturefrom its original form to that of aSewer Slime over a period of a week or so.The first and most drastic change is

the mind of the creature. Within 24 hoursof initial infection, the affected crea-ture will be overcome with a powerfuldesire to escape from any companions,family, or the like that are with it.This can be thwarted by a successfulsave vs. energy, but each hour that passesthe creature must make an additionalsave. If and when the save fails, theinfected creature will do everything in

its power to leave anyone it is with andfind a dark, secluded place to hide un-til the transformation is complete.During the second, third, and fourth

days the victim’s skin begin to turntransparent, showing off all the or-gans. The bones will also liquefy and asthe change progresses the victim willlose 2d6 points of intelligence per dayafter the third day.If the victim still has any intelli-

gence left after the eights day, anyremaining intelligence is gone as thevictim fully transforms into a SewerSlime.At any time over the first seven days

that the proper medical treatment isadministered, the transformation can bereversed and all lost stats will returnat the rate of 1 point per day.Mutations: genetic replication (new),

toxic weapon.

Slime Diablo

No. Enc: 1Alignment: ChaoticMovement: 120’ (40’)Armor Class: 5Hit Dice: 7Attacks: 1 (siphon tongue)Damage: 1d6 plus poisonSave: L7Morale: 6Hoard Class: VII, XVI (artifacts only)

The Slime Diablo is a mutated humanoidthat preys on other humans and mutatedhumans for nourishment. The most dis-turbing aspect of this creature is thatit appears to be a pure human, as ituses it metamorph mutation to maintainthis illusion, except when the need tofeed becomes too powerful for it to stand.Their true form is quite disturbing.

Slime Diablo’s have no skeletal struc-ture and hardened cartilage instead ofbones. Because of this, the Slime Diablois able to fit into tiny spaces, allow-ing it access to places that most peoplewould find secure.The skin of the Slime Diablo is trans-

lucent, and all the internal organs and

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structures are visible, although appearblurry and vague. The flesh itself isslick with slime, although they do notleave trails of slime behind as theytravel.The Slime Diablo does not have any

teeth. Instead, its tongue has devel-oped into a siphon like appendage, whichcan reach out from the body up to fivefeet away. It uses this tongue to ingestits food.A Slime Diablo attacks by first slam-

ming its target with its hands. The slamitself does not do too much damage, butit is the toxic slime that they leavebehind that is the real danger. First,the victim must make a save vs. poisonor suffer the effects of class 11 poi-son. The second effect is that the slimebegins to break down the flesh, liter-ally melting it away from the victim’sbody. This effect causes 2d6 damage perround and can only be negated by cuttingaway the affected area, causing an addi-tional 1d6 damage to the victim.Any attacker physically hitting the

Slime Diablo will suffer the same poisoneffects if they strike with exposed flesh.The creature then uses its tongue to

suck up the melted flesh of its victims,and this will sustain it for a number ofdays equal to the victim’s Constitu-tion, after which it must feed again.Slime Diablos are not averse to using

technological artifacts of any type.Quite often they wear armor and wieldweapons while attempting to blend inwith regular humans or humanoids. The GMcan give a Slime Diablo additional weap-ons, armor, and equipment if he wishesto make the creature that much more for-midable.Mutations: dermal poison slime,

metamorph, skeletal structure modifica-tion (cartilage, new), toxic weapon.

Squirt Toad

No. Enc: 1d4Alignment: NeutralMovement: 120’ (40’)

Swim: 120’ (40’)Armor Class: 8

Hit Dice: 3Attacks: 1 (bite or squirt)Damage: 1d3 or Class 8 poisonSave: L3Morale: 6Hoard Class: None

Squirt Toads are giant versions of thepoisonous toads found throughout South-east Asia and have grown quite large,typically measuring three feet from endto end.Most of the time, Squirt Toads are

quite docile, hopping away from troubleas soon as it appears, but, occasion-ally, if they cannot escape or feelthreatened, they will squirt out a streamof toxic poison (poison class 4) fromtheir backs, with a range of up to 15feet. Any creature hit by the fluid mustsave vs. poison or suffer from the ef-fects. A Squirt Toad can use this attacka total of four times every 24 hours;the poison replenishes itself at therate of one dose every six hours.The skin of the Squirt Toad is coated

in the same toxic slime, keeping itsskin moist while protecting it from preda-tors.Like their ancestors, Squirt Toads tend

to blend into their surroundings andthus will surprise creatures on a 1-3.However, if a creature comes within 20feet of a Squirt Toad, the toad willimmediately make a morale save and, fail-ing it, attempt to flee if it can.Mutations: dermal poison slime, toxic

weapon.

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Subic Bat

No. Enc: 1-6 [1]Alignment: Neutral [Chaotic)Movement: 60’ (20’) [150’ (50’)]Armor Class: 5Hit Dice: 5 [10]Attacks: 3 or 1 (bite,

2 claws or by weapon)Damage: 1d4/1d6/1d6, or by weapon

[1d6 plus poison/1d10/1d10]Save: L5 [L10]Morale: 4 [10]Hoard Class: IV, XX (Artifacts only)

Subic Bats are the mutated descendentsof the giant fruit bats that were com-monly found in and around Subic in thepre-war country of the Philippines. Overthe generations following the final war,these once small — despite their name —bats mutated into huge, humanoid crea-tures that make their homes in the cavesof the tropical mountains and in thehigh and nigh inaccessible ruins of manyof the pre-war cities that dot SoutheastAsia. They tend to build simple but com-fortable homes in these locales, typi-cally using bamboo and leaves, whichresemble many of the same types of homesused by the primitive natives of the

various Southeast Asian countries cen-turies before the final war.Radiation and other toxins have mu-

tated the bats so that they now resemblehuman-sized bats with an extra set oflimbs that can be used for manipulationof weapons and equipment. Many humansand other humanoids find the Subic Batsto be repulsive and tend to shun thecreatures, despite the fact that theyare quite timid and are more likely toflee than stand up and fight.But if they are forced to fight, they

can defend themselves quite readily. Likemany of the species found in SoutheastAsia, the Subic Bats have a powerfulsonic attack that they can use to defendthemselves. It is more of an evolutionof the natural echolocation that thecreatures use when navigating the dark-ened skies as they hunt.Subic Bats take different mates every

four years and the female gives birth to1d4 pups. Males stay with the femalesuntil the pups mature enough to be ableto fend for themselves (i.e., in four years).Subic Bats live off fruit and larger

flying insects. They communicate usinga complex language of squeaks, clicks,and squeals and utilizing their naturalecholocation, although they have beenknown to speak the common language ofnearby humans and humanoids, which theyuse when they wish to trade for fruitand other supplies.They have been known to employ primi-

tive weapons and equipment, and havebeen known to, on the rare occasion, useartifact items.Occasionally, members of this species

have been born with a very unpleasantmutation, one which requires them tofeed on the blood of other creatures.These mutated Subic Bats are typicallyexiled from the tribes and are forced tolive a solitary life; Subic Bats cannotbring themselves to kill their own, de-spite the danger these creatures presentto other species. Statistics for theselarger and more deadly creatures appearin brackets.Mutations: aberrant form

(xenomorphism), dietary requirement

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change (blood, new), echolocation, gi-gantism, increased Sense (sight, hear-ing), shriek, sonic roar.

TTTTTTamaraw

No. Enc: 3d10Alignment: ChaoticMovement: 90’ (30’)

Swim: 30’ (10’)Armor Class: 0Hit Dice: 10Attacks: 2 (gore, trample)Damage: 2d12/4d10Save: L10Morale: 8Hoard Class: None

Tamaraw are the mutated descendents ofthe Southeast Asian water buffalo. Al-

though physically almost identical totheir ancestors, they appear to haveheavy bone plates covering most of theirbodies, which act as a natural armor,protecting the creatures from all butthe strongest physical attacks. Thehorns, instead of pointing backward,point forward and they use them withdeadly precision.These creatures have a downright evil

temperament and are prone to unprovokedattacks on any creatures that crossesits path.Most of the time, Tamaraw are content

to stay almost completely submerged inrivers and lakes, contentedly munchingaway on water plants and milling aboutin small herds. Even though they spendso much of their time in water, they aremammals and require air and can thusonly stay submerged for a couple of min-utes at a time. Other Tamaraw are theonly creature that they can stand to bearound.

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When confronted with creatures not ofits own species, the Tamaraw will bellowout a stunning shriek. This action isnot to simply challenge any would betrespassers, but it also works to stunor injure any would be opponents. Thisis the only warning the Tamaraw willgive any potential opponent before itattacks. After the shriek, it will thencharge the trespassers, goring with itspowerful horns and then trampling themunder its heavy hoofs.The Tamaraw is typically about 12 feet

in length and weighs in at 3,000 pounds.Mutations: increased sense (smell),

natural armor, shriek.

Tentacle Horror

No. Enc: 1Alignment: ChaoticMovement: 120’ (40’)Armor Class: 6Hit Dice: 16Attacks: 8-13 (7-12 tentacles,

bite), constriction(see description)

Damage: 1d6 x 7-12/2d12, 6d6Save: L10Morale: 8Hoard: XXII

These intelligent monsters are mutatedsquids that, like many aquatic crea-tures, have adapted to life on land.They have the familiar shape of octo-puses, but instead of the usual eighttentacles, they have grown dozens upondozens, and are massive in size. Theymake their homes in damp and dark ruins,or deep in the jungles near water sources.Even though they have adapted to life onland, they still need to stay moist.Tentacle Horrors hunt by ambush. They

lay in wait for a creature to come withinrange and then they spring out, wrappingtheir mass of tentacles around the vic-tim and then squeezing it to death whilepulling it toward the powerful beak mouthlocated underneath the mass. If at leastfour or more tentacles hit, the creaturewill then be able to constrict for 6d6damage every turn until it or its prey

is dead. Each individual tentacle can beattacked and can withstand 6 hit pointsof damage before being severed.What makes this predator even more

dangerous is that it has several muta-tions that allow it to be one of themost efficient hunters. First, it em-ploys a powerful mental phantasm thathelps disguise it, or it can use it tolure prey to it. Typically, it will probethe mind of any creature approaching tofirst determine if it is something itcould potentially kill, and secondly todetermine what it would desire, be ittreasure, food, artifacts, etc. It thenuses its mental phantasm to entice thecreature to approach its location, where-upon, unless the creature has a reasonto be suspicious, it will attack. Thisgives it a chance to surprise on a 1-3.If the Tentacle Horror finds that its

intended victim is too much for it tohandle, it can use its shriek to stunthe victim long enough to either deal akilling blow or escape, or it can employa modified version of its ink cloud. Itcan spray out a cloud of fine particlesof ink that are highly radioactive. Thiscloud will surround it out to a radiusof 20 feet and it will then use thecloud to retread back into its lair orsimply to escape.Finally, these creatures are immune

to radiation.Mutations: aberrant form (extra body

parts) mental phantasm, neural telepa-thy, shriek, toxic weapon.

Tinker Daga

No. Enc: 1d8Alignment: NeutralMovement: 120’ (40’)Armor Class: 6Hit Dice: 5Attacks: 1 (bite)Damage: 1d3 + 1d6Save: L5Morale: 4Hoard Class: VII (2-8 items, 100%), XVII

A very rare species, Tinker Daga aremutated rats that, despite their pedi-

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gree, are actually sought after for theirintelligence and their ability to re-pair and recharge almost any techno-logical item they are presented with.Physically, Tinker Daga are almost

unchanged from their ancestors, with twodistinct differences. First, they areslightly larger, usually standing threefeet in height and weighing about 25pounds. Also, instead of having the typi-cal brown, black, or even white pelts ofrats they tend to be multicolored, hav-ing a nearly tie-dyed appearance. No twoTinker Daga have identical colorization.Tinker Daga have a much longer lifespan

than their ancestors. Males and femalesreach sexual maturity in a year, al-though they do not reach their full in-tellectual potential until they are atleast six years old. Females tend totake multiple mates and give birth tolitters of 2d4 young after a three-monthgestation period. Rarely do the sib-lings have the same father.Tinker Daga make their homes in commu-

nities where technological artifacts arecommonly used. They tend to be quitewealthy because of their skills and abili-ties in using and repairing technology.One can, at will, sacrifice a part ofits own life force to charge an item, orable to leech power from an item to healitself. They have the ability to rear-range the molecular structure of anyitem, allowing repairs to be made.Like many humans, the morality of the

Tinker Daga runs the entire gamut. Thereare those who charge exorbitant pricesto repair or figure out artifacts, whileothers practically give away their skills.Many of Tinker Daga employ mercenar-

ies and staff to not only protect thembut also to take care of them. Moreoften than not, those in the employmentof Tinker Daga are far better off thanothers — even if they are working forwhat many consider to be overstuffed,technicolored rats!Mutations: energy transfer (new), en-

ergy vampiric field (new), increasedwillpower, increased senses (hearing,sight, smell), intellectual affinity(tinkering), molecular intuition (new),

molecular molding (new), quick mind, re-activation (new), temporal repair (new).

Tiny Scholar

No. Enc: 1d3Alignment: LawfulMovement: 180’ (60’)

Climb 180’ (60’)Armor Class: 3Hit Dice: 1Attacks: 1 (bite)Damage: 1d2Save: L5Morale: 8Hoard Class: None

Tiny Scholars are the mutated descen-dents of Philippine Tarsier primates.This incredibly small animal was, be-fore the holocaust, threatened and nearextinction. Amazingly enough despite thewar that destroyed so many forms of life,it managed to survive and evolve in thenew, toxic environment.Tiny, barely six inches in length from

the tip of its wide-eyed head to the endof its long, splayed toes, the TinyScholar survived and evolved intelli-gence that surpasses that of most humansand other mutants in the wastes.These creatures always live in jungles,

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using the foliage to keep themselveshidden from sight. They are nocturnaland spend the days asleep inside trunksof jungle foliage, or hidden deep withinbushes or the like. They live off smallinsects, occasionally feeding off smallerlizards or even birds if they can catchthem.The most that one will ever encounter

of the creatures is three at one time.This will be a mated pair and theiroffspring. Females will give birth toonly one baby at a time, and once it hasbeen weaned, it will leave the family tomake a life of its own. Gestation istypically six months and the young growto adulthood in five years. A femalewill produce offspring approximately onceevery five to 10 years.Shy, reclusive, and very timid, Tiny

Scholars live their lives hiding in treesand staying out of view. Despite this,they are excellent observers, have pho-tographic memories, and love to spy onthe actions of humanoids and other crea-tures that wander through their smallterritories.Due to some genetic quirk, Tiny Schol-

ars have a very long life span, whichallows them accumulate a great deal ofknowledge over the years.Tiny Scholars know their surrounding

territory intimately, and can give ex-act information on what animals livethere, to include numbers, locations oflairs, ruins, villages, and the like.This knowledge they will bestow for aprice, typically food and for being leftalone, or the promise that those whohave encountered them will not bringothers without first obtaining permis-sion. And they do not like to be liedto.If threatened, despite their diminu-

tive size, Tiny Scholars possess power-ful mental mutations that can thwarteven the strongest opponents (e.g., dis-integration). Thus, Tiny Scholars havegarnered the respect of many creaturesthroughout the tropical wastes.Finally, it is not unheard of for Tiny

Scholars to actually branch out intovarious fields of expertise. Because of

their photographic memories, they willoften seek out and learn as much as theycan about specific fields of study, suchas medicine, biology, or even more eso-teric fields, such as programming (al-though they have no use for technologythemselves).These rare and invaluable creatures

do impart their knowledge, but usuallydemand something more than just food(e.g., that a particular predator ordangerous creature, or creatures be de-stroyed or driven away, or some wrongrighted).Mutations: clinging (new), disinte-

gration, extended life span (new), in-creased sense (sight, hearing), increasedwillpower, intuitive lie detection (new),intuitive translation (new), mental phan-tasm, mind thrust, neural telepathy,night vision.

WWWWWWar Baboy

No. Enc: 1d8Alignment: ChaoticMovement: 120’ (40’)Armor Class: 4Hit Dice: 8Attacks: 3 (bite, tusk, trample)Damage: 1d6/1d8/2d10Save: L8Morale: 11Hoard Class: None

These ill-tempered creatures are giantmutated pigs. They have an evil disposi-tion and will attack anything that comesinto their territory, even if they arewell fed and not looking for food (whichis what they are doing most of the daywhen they are not asleep).Physically, these monsters can reach

six feet at the shoulder and weigh nearlya ton. They have huge tusks that jut outfrom their jaws, much like those of el-ephants, and their feet have large,jagged claws that grow from the tips oftheir two toes, as well as a spike that

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juts out from the back of the heel.The skin is covered with coarse, sharp

hair and anyone attacking a War Baboytakes 1d6 points of damage if they useany sort of physical attack against it;the hide of the War Baboy is quite thickand they are immune to this effect fromothers of their kind.One thing War Baboys hate more than

anything is laughter. It does not matterif it is directed at them or not, any-time they hear laughter War Baboys gointo a berserker rage and will attackthe creature laughing until it, or they,are dead.Despite their fearsome appearance, the

hair on War Baboys is always a comicalcolor, typically a bright pink or blue,or a combination of bright colors, giv-ing them an almost clownish appearance.Mutations: aberrant form (natural weap-

ons, xenomorphism), gigantism, spinygrowth.

Wasper

No. Enc: 1d12Alignment: NeutralMovement: 90’ (30’)

Fly: 150’ (50’)Armor Class: 2Hit Dice: 3Attacks: 2 (bite, sting)Damage: 1d6 /1d8 plus poisonSave: L3Morale: 9Hoard Class: None

Waspers are the mutated descendents ofthe common Black wasp found throughoutSoutheast Asia before the final war.They have grown to huge proportions,measuring two feet in length and weigh-ing in at around three pounds.They are deadly predators, even though

they are rather fragile. They hunt to-gether in small groups and live in hives,

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hidden high in the topmost sections ofgreat trees or in the highest ruins theycan find.Waspers are asexual, with every mem-

ber of the species able to reproducewithout the need of taking mates, andthat is part of what makes them so dan-gerous.Waspers attack by attempting to sting

a target. The sting injects class 11poison, which if a fail against poisonfails, paralyzes the victim.If the attack is successful, two things

will then happen. First, the Wasper willuse its mental mutation memory erase towipe the memory of the attack from thevictim’s mind. Second, the Wasper willinject the victim with 1d6 eggs, whichwill move throughout a victim’s blood-stream and go deeper and deeper into itsbody. The eggs will slowly mature overfour weeks, at which time they will hatchinto Wasper larva. Once this happens,the larva will begin to feed on thevictim, inflicting 1d6 damage per day,per Wasper larva. The GM must keep trackof this damage separately because theWasper larva produce a powerful anes-thetic as they feed, harming the victimbut never allowing it to know what isactually happening.The victim will eventually die from

the damage, and others will likely no-tice as the victim quickly wastes awaydue to the Wasper larva. Once the victimhas died, the Wasper Larva will thenemerge from the body and go hunting.Mutations: asexual (new), gigantism,

memory erase (new), neural telepathy,toxic Weapon.

White Lady

No. Enc: 1Alignment: NeutralMovement: 120’ (40’)Armor Class: 9Hit Dice: 10Attacks: special (see description)Damage: special (see description)Save: L10Morale: 6Hoard Class: None

White Ladies are a type of mutated humanthat resemble ghosts, and are often mis-taken as such by the more superstitiousfolk of Southeast Asia. Physically, theyappear as naked pure humans, except thatthey have white skin, hair, and eyes.White Ladies spend most of their livesinsubstantial. Because of this, they areincapable of wearing clothing or usingtechnology or other items.The White Lady feeds via energy vampiric

field and vampiric field. If it was notfor this, they would simply cease toexist. Most of the time, they travelfrom location to location, siphoning awayenergy, just a little bit from variouscreature, plants, and life forms.Typically, the worst that happens to

most living beings is that they feel alittle tired and maybe a bit weakened.Some White Ladies, however, if they havebeen wronged or are simply evil, will goto communities or areas where there area lot of life-forms and drain every lastdrop of energy from the inhabitants,leaving behind nothing more than car-rion for scavengers to feed off.These creatures can only become cor-

poreal once a year and only for a fewdays at a time. When this happens, aWhite Lady goes out to find a pure humanor mutated human male to take as a mate.The White Lady mates with the male and,once she becomes pregnant, returns toher insubstantial form once again. Ges-tation is as with normal humans and theoffspring are always White Ladies, al-though occasionally the offspring mightalso end up possessing mental mutationsinherited from the father (roll an addi-

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tional 1d8-4 for any additional mentalmutations, which can include drawbacks).Most of these creatures are not evil,

just misunderstood, but they are typi-cally incapable of interacting with mosthuman or humanoid communities becausethey are greatly feared.Mutations: energy vampiric field (new),

insubstantial (new), vampiric field.

ZZZZZZombie Flea

No. Enc: 2d10Alignment: NeutralMovement: 10’ (3’)Armor Class: 3Hit Dice: 1 hpAttacks: 1 (bite) and specialDamage: 1 hp and specialSave: L1Morale: 6Hoard Class: None

Zombie Fleas are giant versions of theregular flea. These creatures can growup to six inches in length and can weighup to a pound. The exoskeleton of thesetiny parasites is jet black, but with astrange white marking that looks dis-turbingly like the ancient biohazard sym-bol on its back.This symbol has led many a wasteland

scholar to speculate that the ZombieFlea might actually be a biological weaponcreated during the final war to spread ahorrific disease: the zombie plague,which created the Walking Dead scourge.Anyone bitten by a Zombie Flea must im-mediately make a save vs. death or beinfected by the Zombie Plague (see page101 of the Mutant Future core book formore details on this disease).The bite of the Zombie Flea not only

infects a creature with the plague, butalso injects 1-100 eggs. These eggs areinstantly destroyed if the victim makesthe save, as the body’s immune systemhunts down and destroys them. However,any creature that is killed by the dis-ease and reanimates will have 1-100 fleasgrow over a period of two weeks and thenburrow their way out of the host, hop-ping away to hunt down more victims toinfect.If any pre-war medical technology or

medicine is used to cure the disease,the eggs die and are passed out from thehost as waste.Mutations: gigantism.

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New MutationsFollowing are a variety of new mutations. Those that are drawbacks to theirrecipient are marked with a (D).

PHYSICAL MUTATIONS

Anesthetic VenomThe mutant’s bite contains a powerful anesthetic that deadens the nerves, allowingthe creature to feed without the target feeling anything at all.

AsexualThe mutant can reproduce without mating. The mutant can, however, still appear to beeither male or female. Once a year, if the mutant so desires, it will produce a budon its body that will grow into a perfect copy of its parent, just in infant form.This typically takes nine months, but can take more or less long, depending on thespecies and determined by the GM. Some mutants with this ability are able to alterthe sex of their children as well as make minor cosmetic changes, such as color, ofskin, eyes, and hair. Otherwise, the offspring will have the same mutations andstatistics as the parent when it reaches adulthood.The mutant is still able to reproduce through conventional methods if it wishes.

ClingingThe mutant has developed powerful suction pads on its appendages that allow it tocling to any surface and move at its full speed, even upside down.

Dietary Requirement Change (Drawback)For some reason the mutant’s body has developed a need for food that most creatureswould normally shun, or even find deadly. The mutant can still consume normal food,but it has to feed on its unusual diet at least once every 24 hours (it can also goan additional day per extra hit point of healing modifier granted by its Constitu-tion score). For every day the mutant goes without partaking in its required diet,it loses 3d6 hit points until it starves to death.Roll on the chart below for the type of dietary change:

Roll Dietary Requirement Effect1 Blood The mutant must consume at least 10 hit points of blood per feeding.2 Cannibal The mutant must feed off 10 hit point’s worth of flesh of its own

species per feeding. +6 to reaction if this is discovered3 Carrion Any type of clearly rotting flesh will do, -2 to charisma due to the

scent of decay that surrounds the mutant.4 Poison The mutant must consume at least 3 levels of destructive poison per

feeding. The upside is the mutant is also immune to destructive poison.5 Fungal The mutant must consume at least 10 hit points of fungal matter per

feeding.6 Base Metal The mutant must consume at least half a pound of metal. Most mutants

will be forced to shave down metal into filings or something it canconsume easily. Rust will do as well.

7 Vegetable The mutant must consume at least 10 hit points of vegetable matterper feeding.

8 Sentience The mutant has a horrible need to consume the nervous centers ofsentient creatures (i.e., the brains). This requires the mutant to

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kill and eat sentient creatures, which will make it an outcast inalmost every society.

9 Chitin The mutant needs to consume at least 10 hit points of chitin (insectshells) per feeding.

10 Bone The mutant requires bone (or calcium) to survive, and has toconsume at least 10 hit points of bone per feeding.

11 Living Flesh The mutant cannot consume dead flesh. The food must be consumedright off the still-living creature. The mutant must cause at least10 points of damage to a living creature with a bite attack.

12 GM’s Choice The GM can choose the type of dietary requirement, or create a newtype.

Epidermal Dependency (Drawback)The mutant’s skin requires a specific element and must be immersed in it for aminimum of one hour per day or it will suffer damage until the creature dies or getsthe element that it requires. For each hour the creature is out of the element aftera 24 hour period it suffers 1d6 damage per hour. Damage suffered this way can behealed normally.

Roll Element Effect 1 Water The creature must remain completely submerged for at least one

hour per day.2 Earth The creature must cover itself in dirt, mud, soil, etc. for at

least one hour per day.3 Sunlight The creature has to expose its body to direct sunlight for at

least one hour per day.4 Darkness The creature has to be exposed to darkness for at least one hour

per day.5 Air Currents The creature has to be exposed to moving air of at least 10

miles per hour for one hour per day. 6 GM’s Choice The GM chooses the type of element required, or creates a new

type of requirement.

Extreme Body AdjustmentThe mutant has a powerful understanding of its own body and is able to, throughsheer force of will, change and adapt it to function in ways it was not meant to. Byspending 1d8 in hit points, the mutant can bring to bear one of the followingchanges:

Function EffectSight The mutant gains one of the following: night vision, thermal, or

ultraviolet vision. The range of the visual enhancement is 120feet. The mutant can also visually gauge the level of anyradiation encountered

Touch The mutant can increase the amount of damage it does by 2d6 with anynatural attacks. Also, the mutant gains a 15% bonus when attemptingto figure out artifacts.

Hearing The mutant can hear anything within 120 feet and cannot besurprised. If subjected to any sonic attacks, however, the mutantsuffers triple normal damage.

Muscle Control The mutant is able to increase its physical strength by 8.Smell The mutant can increase its sense of smell, allowing it to track

creatures based on smell, tell if food has gone bad, or detect the

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presence of any toxins or poisons. AdrenalineControl The mutant is able to increase its reaction time, giving it a bonus

of 3 to initiative rolls, and increasing its movement speed by 50%.Blood Control The mutant is able to purge any poisons or toxins from its body,

healing any damage caused from these sources. The toxin is purgedthrough the wound it was originally introduced through.

Nerve SignalControl The mutant is able to enhance how information passes through its

nervous system, greatly increasing its speed and allowing fordouble the normal number of attacks per round.

The effects of the adjustment last for 1d8 rounds before reverting back to themutant’s normal state. Only one adjustment can be used at a time, as the mutant’sbody simply cannot handle the stress. The only other way the mutant can use multiplemodifiers is if it rolls this mutation more than once.

Extended Life SpanThe life span of the mutant is multiplied by 2d6 in years. Thus, if an average personlives for 80 years, a mutant with this ability could live as much as 1,000 years ormore. This does not make the mutant immortal, and it can still be killed by disease,weapons, environmental factors, etc.

Genetic DoppelgangerBy consuming a portion of a target, the mutant with this ability temporarily gainsall physical and mental aspects of the target, including memory, mental mutations,physical mutations, and so forth.In order to trigger this transformation, the mutant must consume 10 hit points offlesh from the target. The metamorphosis takes one hour and the mutant must remainperfectly still and at rest during this time. If the mutant engages in any strenuousactivity (e.g., traveling, fighting, taking damage), the transformation fails andthe mutant reverts to its regular form.While the mutant is transformed, it loses all of its own mutations (including

mental) and takes on all of the target’s mutations (including mental), memories,physical attributes, and so forth. The only thing the mutant retains of its formeridentity is its will power and intelligence scores.The change, once complete, lasts for 1d4 days. At the end of this period, the

mutant will begin to revert to its natural form over a period of one hour.

Genetic ReplicationThe mutant does not reproduce by conventional methods and does so more like a virus.By injecting a portion of the creature’s genetic material via bite, scratch, blood,or the like, the mutant causes the victim to undergo a metamorphosis which, whencomplete, will make it an identical copy of the original.The victim is allowed a save vs. disease and, if the save is successful, will not

be affected by this attack and is for all intents and purposes completely immune toit in case of any future attacks.If the victim fails the save, it will begin to undergo a transformation that will

take approximately seven to 10 days to complete. During the first two days, the mostobvious changes will be cosmetic physical changes, such as skin, eye, and haircolor. The next three to five of days the physical changes will become morepronounced and drastic, and new organs and limbs will begin to appear, mutationswill cease to function, new abilities will begin to show, and so forth.

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These changes are very painful and the victim will be incapable of any actionwhile they occur. The final days are when the last of the transformation takesplace. The mind will be irrevocably changed, the mental statistics will alter tomatch those of the original mutant, thought patterns and personality will alter, andthe only thing the victim will retain are memories of what it used to be (assumingthe infecting mutant was intelligent).The main reason mutants like these have not dominated the wastes is because the

genetic replication can quite easily be stopped. It is viral, so any medical drugsthat cure disease will kill off the virus that causes the change, after which theinfected creature will revert to its original form over the same amount of time asthe transformation had been allowed to persist, losing any new abilities that it hadgained.(Note that this is modified version of Genetic Replication, which appears in

Creatures of the Wasteland).

Predatory Scent (Drawback)A mutant with this defect has a strong scent about it that makes animals and othercreatures with animal-like intelligence uncomfortable and nervous, as if it weresomething that wanted to hunt them. These creatures will have a +2 reaction modifierto the creature. Any human or humanoid creature with increased senses (smell) willsuffer from the same reaction modifier.

ShapeshiftThe mutant is able to change its physical appearance to that of any creature itsees. The mutant gains certain abilities of the creature in question, such asnatural attacks, flight, swimming, and armor class, but does not gain any of thecreature’s clearly physical mutations, statistics, or mental abilities. If itattempts to change into a creature that is larger or smaller than itself, however,the mutant retains its own size and mass and just takes on the new appearance of thecreature in question. For example, if a mutant attempts to take the form of a wasp,it becomes a humanoid-sized wasp (with the natural attacks for a creature thatsize).The mutant can retain this form for two hours and, at the end of this time, will

automatically revert to its normal form.

Skeletal Structure ModificationThe mutant’s skeletal structure has changed significantly. Roll on the table belowfor the change that has occurred and the effect that takes place:

Roll Change Effect1 Bone Density The mutant’s bones are far thicker and stronger than normal. It

takes only ½ damage (round down) from bludgeoning attacks2 Metal Lace The mutant’s bones have natural metal veins running through

them. It suffers only half damage from piercing attacks (swords,bites, etc.)

3 Cartilage The mutant’s skeletal structure is made entirely out ofcartilage. It can squeeze and flex its bones so that it can fitthrough holes that are no larger than the size of its head. Italso can easily escape bonds such as ropes, handcuffs, and thelike. The mutant gains a +2 to grapple checks.

4 Spikes The mutant has bone spikes jutting out of parts of its body. Thespikes cause the mutant no harm or discomfort but can be used asweapons. Treat the bone spikes as thorns for determining the

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damage they do based on the size of the creature. Any creaturetrying to grapple with the mutant will automatically sufferdamage upon a successful grapple check.

5 Bone Sheathing The mutant’s skeletal structure is highly advanced, actuallyencasing the mutant’s vital organs in a thin but strong sheathof bone. This means the mutant will only suffer half damagefrom falls or blunt weapon attacks.

Sonic BurstThis is a purely defensive mutation. Anytime it suffers a physical blow (i.e., meleeattack, bullet, anything that causes kinetic damage), a creature with this mutationwill generate a powerful burst of sound that will cause 1d6 damage (no save) to anycreature within a 10-foot radius.

Sonic RoarThis mutation is a very powerful version of the shriek mutation, with damage of 9d6and range of 30 feet. This power can be used once an hour and the mutant is immuneto all forms of sound-based attacks.

Unique SenseThe mutant has developed a new type of sense. Roll 1d8 to determine its nature.

New Sense EffectAlpha Sense The mutant can sense alpha wave emissions from animal and human

brains at a range of 25 feet of anyone the mutant could possiblysense. The mutant locates the emission source exactly as if itwere seeing the character.

Life Force Sense The mutant can sense life forces at a range of 50 feet and willknow how many, their exact positions, and their general health(e.g., uninjured, injured, diseased, dying).

Chemical Sense The mutant senses the chemical makeup of surrounding areawithin a 100-foot range. The greater the variation from thebackground norm, the more clearly the mutant “sees” something.Double any modifiers to hit and damage gained from statisticsif the targets are carrying any equipment that use chemicals(e.g., chemical power cells, medical drugs).

Energy Sense This sense is much the same as chemical sense, except it worksby detecting energy sources, including that of livingcreatures, out to a 100-foot range. The bonus is the same as forchemical sense but only works with powered items.

Magnetic Sense The mutant is able to sense ferrous metals within 100 feet. Itis also able to detect any kind of electrical field.

Vibration Sense The mutant is able to detect vibrations in the ground caused bywalking, running, fighting, vehicles etc. The range the mutantcan “feel” these vibrations is 300 feet.

Ultrasonic Sense The mutant is able to use Ultrasonic emissions to sense itssurroundings. It can use this sense to examine things by theirrelative densities, permitting the mutant to see through thingsit can touch. The mutant also suffers no negative effects fromvisibility and is able to see “through” illusions and invisibleobjects. The range is equal to 30 feet.

GM’s Choice The GM can choose any of the above mutations or create his own.

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MENTAL MUTATIONSEnergy TransferThis is the reverse of energy vampiric field. By converting its own life force, amutant with this ability can recharge an item it touches with a single charge bysacrificing 1d6 hit points. The mutant must physically touch the item to rechargeand can use this ability to heal damage sustained by robotic units and androids.

Energy Vampiric FieldThis mutation is similar to vampiric field but, instead of sucking away the lifeforce of creatures, it instead it works on power. Power cells of any type caught inthe field will be drained of one standard charge per combat round until totallydrained of power. Each charge drained heals the creature with the mutation at a rateof 1d6 hit points, and such a mutant can build up a reserve of hit points throughthis method (exactly the same way that they would build up a reserve via vampiricfield). Robotic units instead suffer 1d6 points of damage and the creature with thepower gains the same amount of hit points back.

Fear GenerationThis mutation allows the mutant to produce an invisible field that causes anycreature in its area of effect to be overcome by a powerful need to flee. The radiusof the field is 25 feet and any creature inside the area of effect must make a savevs. energy or be forced to flee for 1d8 rounds at its full speed. Any creature unableor incapable of fleeing will be knocked unconscious for an equal number of rounds.

InsubstantialThe mutant possesses the ability to become insubstantial, allowing it to movethrough solid objects. While in this state, no physical attacks can harm the mutantand it cannot make any physical attacks. It can, however, use any mental mutationsit possesses. The mutant can activate or deactivate this ability whenever itchooses, but it takes one round to become either substantial or insubstantial. Themutant is still susceptible to radiation, gas attacks, energy attacks as well asmental attacks directed toward it. It also cannot pass through any energy barriers.

Intuitive Lie DetectionThe mutant knows automatically whenever someone is consciously lying to them. Thismutation only works on living creatures that the mutant is actually interactingwith. For example, the mutant would not know if someone was lying to him if they werecommunicating via radio.

Intuitive TranslationThe mutant possesses a special ability to intuitively understand and speak anylanguage it encounters (providing that it has the appropriate vocal cords or mouthparts). This does not mean it can read or write the language, however, onlyunderstand or speak it.

Memory EraseThe mutant must possess neural telepathy in order to use this mutation. If they donot have it, the mutation is dormant. The mutant is able to erase a number of minutesof memory equal to the mutant’s Willpower score. The victim has no idea what waslost, only that there is a gap in their memory they cannot explain.

Molecular IntuitionThe mutant intuitively understands the molecular structure of anything it touches.It can do 1d6 damage to anything it has previously touched in combat (physicalattacks only). The mutant gains a bonus of 15% when attempting to figure out how touse and repair artifacts.

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Molecular MoldingThe mutant can rearrange the molecules in an inanimate, nonliving item by merelytouching it. Only simple items can be created and nothing with moving parts. Forexample, the mutant would be able to change a dead tree into a flat board, a pile ofmetal into a hammer or other simple tool, or a misshapen rock into brick.Materials cannot be changed into other materials, such as metal to wood. Also, anyitem being created must be familiar to the mutant. The maximum amount of weight thatthe mutant can change is a number of pounds equal to its Willpower times 20.This mutation can be used once per every five points of Willpower every six hours.

Negative Energy EffectThe mutant is able to project a ray of utterly black energy at a target. The attackis resolved as a mental attack and, if the attack is successful, the target appearsto be surrounded by a field of black energy that dissipates after a single round.From that moment on, for a number of days equal to half of the attacker’s Willpower,the target will suffer a -2 to all attacks, saves, armor class, and -10 to artifactchecks. The only way to negate this effect is to kill the mutant who used it on thetarget or for the mutant to mentally dispel this negative effect. This mutation canbe used once every 3 rounds and can only affect one target at a time.

Re-ActivationThis ability will cause an artifact to work, even if the object is completelydestroyed. The mutant has to physically touch the item in order to make it work. Forexample, a weapon will fire once, a computer will boot up and begin to function,etc. If an item was designed for continuous use it will function for 1d8 minutes.Other items that have a specific number of charges will work 1d3 times. Thismutation does not allow one to figure out how to operate an item but it does allowa bonus of 10% when attempting to figure out how to operate the object. Thismutation can be used once every eight hours.

Possession (Computer)This mutation works in the same manner as the possession mutation but only works onmachines, including computers, robots, machines, androids, and the like.

Telekinetic HandsThe mutant with this ability is able to use telekinesis quite literally as an extrapair of hands. The hands can manipulate objects (such as weapons or equipment) as ifthey were true hands. The range of this ability is 10 feet. The hands have the samestrength as the mutant’s mental strength. The mutant may attack with the hands butthey do not provide an additional attack.

Temporal RepairBy manipulating not only time but also dimensional barriers, the mutant can repaira damaged or broken item by reaching back to a point in time when the item was new.The amount of damage or the effect is determined by the mutant’s Willpower score.This ability may be used once per five points of Willpower per week and the mutantmust already know how to use the item.

Item Condition Willpower RequiredNeeds Recharging 6Condition 4 10Condition 3 12Condition 2 14Condition 1 16Totally Destroyed 18

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PLANT MUTATIONS

Edible SeedsThe plant develops a special type of edible seed that has any one of eight possibleeffects and colors. First Roll 1d10 to determine the color of the seed and then rollanother 1d10 for its effect (or invent some new effects):

Roll Color Effect1 Grey Heals 3d4 points of damage.2 White Heals all damage.3 Blue Increases one mental statistic by 1d6 for 1d4 hours.4 Yellow Randomly determined poison.5 Black Randomly determined radiation.6 Green Gives immunity to radiation for 2d4 hours.7 Orange Antidote for all types of poison.8 Purple Increases one physical statistic by 1d6 for 1d4 hours.9-10 GM’s Choice or new color/effect

NOTE: Edible seeds grow seasonally — typically in high summer — but could be foundyear round or in a different season (GM’s choice), and all types lose potency within5d4 days of picking. The number of seeds found on a plant depend on its size. A goodrule of thumb is 1d12 seeds per plant size. So, if a plant is humanoid sized, it willproduce 3d12 edible seeds, whereas a tiny plant will produce only 1d12 seeds. Also,when ingested poison antidote seeds will heal all damage (except death) caused bypoison.

Fear GenerationSee description under mental mutations.

Modified Vines and RootsThe plant has a network of modified vines or roots surrounding it. They arecamouflaged by ground cover or hang from nearby trees, cliffs, walls, etc. Thenetwork extends for 30 feet around small plants, 60 feet for humanoid-sized plants,and 100 feet around large or huge plants. Other creatures will generally be unawareof the network unless attacked.If the plant has sensory capabilities it is also assumed to have the intelligence

to direct these modified vines and roots; otherwise, the vines and roots areundirected and attack anything that exerts pressure on them. To determine the exactnature of a network, roll 1d10 and consult the chart below.

Roll Type Effect1 Poison Vines Plant has a network of tendrils dotted with sharp thorns coated

with poison (with a type randomly determined upon creation).2 Tangle Vines The plant has a network of thin, interlaced vines that entangle

victims. Normally quiet, once triggered they quickly writhe andtwist around anything thrust into their midst. Anything trappedmust make a grapple contest against the plant’s strength or betrapped and unable to move until the plant releases them, theykill the plant, or they succeed at a second strength vs.strength contest. Unless they have fallen, or walk on all four(or more limbs), they will be able to attack normally.

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3 Squeeze Vines/Roots The plant has 2d6 vines or roots (GM’s choice) that spring up

when activated and whip about until they meet a solid object,which they wrap around and squeeze until destroyed. Asuccessful grapple check is required and each round the plantmay continue to grapple, doing an automatic 2d6 damage, or mayattempt to hit the target with another vine. They are destroyedif severed or when their plant dies.

4 ManipulationVines The plant has 2d4 tough (but not strong) gripping vines. They

do no damage on their own but can manipulate weapons or grabcharacters like tangle vines. The plant can control two. Theydie when severed or when their plant dies.

5 Sucker Vines The plant has 4d6 vines edged with suckers that affixthemselves to a victim on a successful hit. Each vine does 1d6damage each action round it is attached to a victim, (on thesecond round, not the first). All hit points drained from thevictim are added to the plants score. A successful grapplecheck must be made each round to continue to drain the victim.Sucker vines release their victim when their plant or thevictim is killed. The Plant can control 2 at a time. Even whensevered, they keep draining the victim’s life force.

6 Spear Vines The plant has 4d6 hardened spear-like vines they can toss atwill and in any direction and up to the plants total number ofspears. Each spear does 1d6 damage plus strength modifier.

7 Energy LeechVines The plant has 3d6 vines that will drain 1d6 charges

(or equivalent) from any energy item it comes in contact with.The plant gains 1 hit point back from every charge drained. Theplant can control two at a time. A successful grapple roll isrequired to maintain contact each round.

8 Fluid LeechVines The plant has 3d6 vines that will drain 1d6 hit points from

any creature they come in contact with. The plant gains halfthe damage done back in hit points. The plant can control twoat a time. A successful grapple roll is required to maintaincontact each round.

09-10 GM’s Choice The GM may choose any type of vine, combination of vines, orcreate his own type of vine.

Sonic BurstSee description under physical mutations.

Sonic RoarSee description under physical mutations.

Unique SensesSee description under physical mutations.

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poison and radiation tablesPoison Class Table

Rolld00 Class Fail Save Effects Save Effects01-13 1 1d6 damage Negates effect14-23 2 2d6 damage Half damage24-33 3 3d6 damage Half damage34-43 4 4d6 damage Half damage44-53 5 5d6 damage Half damage54-63 6 6d6 damage Half damage64-73 7 7d6 damage Half damage74-83 8 8d6 damage Half damage84-87 9 Sleep 2d4 rounds Negates effect88-89 10 Paralysis 1d6 rounds Negates effect90-91 11 Paralysis 2d6 rounds Movement half for 1d6 rounds92 12 Death 1d6 damage93 13 Death 2d6 damage94 14 Death 3d6 damage95 15 Death 4d6 damage96 16 Death 5d6 damage97 17 Death 7d6 damage98 18 Death 8d6 damage99 19 Death Paralysis 2d6 rounds00 20 Death Lose 1d6 CON (permanent)

Radiation Class Table

Rolld10 Class Fail Save Effects Save Effects1 1 1d6 damage None2 2 2d6 damage Half damage3 3 3d6 damage Half damage4 4 4d6 damage Half damage5 5 5d6 damage Half damage6 6 6d6 damage Half damage7 7 7d6 damage Half damage8 8 8d6 damage Half damage9 9 9d6 damage Half damage10 10 10d6 damage Half damage

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Open Game License Version 1.0aThe following text is the property of Wizards of the Coast, Inc. and isCopyright 2000 Wizards of the Coast, Inc (“Wizards”). All RightsReserved.

1. Definitions: (a)”Contributors” means the copyright and/or trade-mark owners who have contributed Open Game Content;(b)”Derivative Material” means copyrighted material including deriv-ative works and translations (including into other computer languag-es), potation, modification, correction, addition, extension, upgrade,improvement, compilation, abridgment or other form in which an ex-isting work may be recast, transformed or adapted; (c) “Distribute”means to reproduce, license, rent, lease, sell, broadcast, publiclydisplay, transmit, or otherwise distribute; (d)”Open Game Content”means the game mechanic and includes the methods, procedures,processes and routines to the extent such content does not embodythe Product Identity and is an enhancement over the prior art andany additional content clearly identified as Open Game Content bythe Contributor, and means any work covered by this License, in-cluding translations and derivative works under copyright law, butspecifically excludes Product Identity. (e) “Product Identity” meansproduct and product line names, logos and identifying marks includ-ing trade dress; artifacts; creatures characters; stories, storylines,plots, thematic elements, dialogue, incidents, language, artwork, sym-bols, designs, depictions, likenesses, formats, poses, concepts, themesand graphic, photographic and other visual or audio representa-tions; names and descriptions of characters, spells, enchantments,personalities, teams, personas, likenesses and special abilities; plac-es, locations, environments, creatures, equipment, magical or super-natural abilities or effects, logos, symbols, or graphic designs; andany other trademark or registered trademark clearly identified asProduct identity by the owner of the Product Identity, and whichspecifically excludes the Open Game Content; (f) “Trademark” meansthe logos, names, mark, sign, motto, designs that are used by aContributor to identify itself or its products or the associated productscontributed to the Open Game License by the Contributor (g) “Use,”“Used,” or “Using” means to use, Distribute, copy, edit, format, mod-ify, translate and otherwise create Derivative Material of Open GameContent. (h) “You” or “Your” means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Contentthat contains a notice indicating that the Open Game Content may onlybe Used under and in terms of this License. You must affix such anotice to any Open Game Content that you Use. No terms may beadded to or subtracted from this License except as described by theLicense itself. No other terms or conditions may be applied to anyOpen Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content Youindicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to usethis License, the Contributors grant You a perpetual, worldwide, roy-alty-free, non-exclusive license with the exact terms of this License to Use,the Open Game Content.

5.Representation of Authority to Contribute: If You are contributingoriginal material as Open Game Content, You represent that YourContributions are Your original creation and/or You have sufficientrights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHTNOTICE portion of this License to include the exact text of the COPY-RIGHT NOTICE of any Open Game Content You are copying, mod-ifying or distributing, and You must add the title, the copyright date,

and the copyright holder’s name to the COPYRIGHT NOTICE of anyoriginal Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any ProductIdentity, including as an indication as to compatibility, except as ex-pressly licensed in another, independent Agreement with the ownerof each element of that Product Identity. You agree not to indicatecompatibility or co-adaptability with any Trademark or RegisteredTrademark in conjunction with a work containing Open Game Con-tent except as expressly licensed in another, independent Agreementwith the owner of such Trademark or Registered Trademark. Theuse of any Product Identity in Open Game Content does not constitutea challenge to the ownership of that Product Identity. The owner ofany Product Identity used in Open Game Content shall retain allrights, title and interest in and to that Product Identity.

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9. Updating the License: Wizards or its designated Agents maypublish updated versions of this License. You may use any autho-rized version of this License to copy, modify and distribute any OpenGame Content originally distributed under any version of this Li-cense.

10. Copy of this License: You MUST include a copy of this Li-cense with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertisethe Open Game Content using the name of any Contributor unlessYou have written permission from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with anyof the terms of this License with respect to some or all of the OpenGame Content due to statute, judicial order, or governmental regula-tion then You may not Use any Open Game Material so affected.

13. Termination: This License will terminate automatically if You fail tocomply with all terms herein and fail to cure such breach within 30 days ofbecoming aware of the breach. All sublicenses shall survive the termination ofthis License.

14. Reformation: If any provision of this License is held to beunenforceable, such provision shall be reformed only to the extentnecessary to make it enforceable.

15. COPYRIGHT NOTICE: Open Game License v 1.0 Copyright2000, Wizards of the Coast, Inc. System Reference Document Copy-right 2000-2003, Wizards of the Coast, Inc.; authors Jonathan Tweet,Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan,Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid,James Wyatt, based on original material by E. Gary Gygax andDave Arneson. Modern System Reference Document Copyright2002-2004, Wizards of the Coast, Inc.; authors Bill Slavicsek, JeffGrubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan,Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, basedon material by Jonathan Tweet, Monte Cook, Skip Williams, RichardBaker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins,and JD Wiker. Rot Grub from the Tome of Horrors, Copyright 2002,Necromancer Games, Inc.; authors Scott Greene and Clark Peter-son, based on original material by Gary Gygax Labyrinth LordTM

Copyright 2007, Daniel Proctor. Author Daniel Proctor. Darwin’s WorldCopyright 2002, RPGObjects; authors Dominic Covey and ChrisDavis. Mutant FutureTM Copyright 2008, Daniel Proctor and RyanDenison; authors Daniel Proctor and Ryan Denison. Creatures ofthe Tropical Wastes Copyright 2011 by Skirmisher Publishing LLC.