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8/16/2019 Mutant Future - Creatures of the Wastelands - A Menagerie of Mutants and Mutations (Revised Edition) (Hi Res) http://slidepdf.com/reader/full/mutant-future-creatures-of-the-wastelands-a-menagerie-of-mutants-and-mutations 1/84 By Derek Holland and the Skirmisher Game Development Group Illustrated by Dragan Ciric, Jeremy Pea, and William T. Thrasher C C C C RE RE RE RE RE A A A A A TUR TUR TUR TUR TUR E E E S S S S S O O O O O F F F F F TH TH TH TH TH E E E W W W W W AS AS AS AS AS T T T T T ELAN LAN LAN LAN LAN DS S S S S A M ENAGERIE OF M UTANTS AND M UTATIONS C C C C RE RE RE RE RE A A A A A TUR TUR TUR TUR TUR E E E S S S S S O O O O O F F F F F TH TH TH TH TH E E E W W W W W AS AS AS AS AS T T T T T ELAN LAN LAN LAN LAN DS S S S S A M ENAGERIE OF M UTANTS AND M UTATIONS C C C CC RE RE RE RE RE A A A A A TUR TUR TUR TUR TUR E E E S S S S S O O O O O F F F F F TH TH TH TH TH E E E W W W W W AS AS AS AS AS T T T T T ELAN LAN LAN LAN LAN DS S S S S A M ENAGERIE OF M UTANTS AND M UTATIONS By Derek Holland and the Skirmisher Game Development Group Illustrated by Dragan Ciric, Jeremy Pea, and William T. Thrasher By Derek Holland and the Skirmisher Game Development Group Illustrated by Dragan Ciric, Jeremy Pea, and William T. Thrasher By Derek Holland and the Skirmisher Game Development Group Illustrated by Dragan Ciric, Jeremy Pea, and William T. Thrasher By Derek Holland and the Skirmisher Game Development Group Illustrated by Dragan Ciric, Jeremy Pea, and William T. Thrasher

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By Derek Holland and the Skirmisher Game Development Group

Illustrated by Dragan Ciric, Jeremy Pea, and William T. Thrasher

CCCCC RERERERERE A A A A A TUR TUR TUR TUR TUR EEEEE S S S S S O O O O O F F F F F TH TH TH TH TH EEEEE

W W W W W AS AS AS AS AS T T T T T EEEEE LAN LAN LAN LAN LAN DDDDD S S S S S A M ENAGERIE OF M UTANTS AND M UTATIONS

CCCCC RERERERERE A A A A A TUR TUR TUR TUR TUR EEEEE S S S S S O O O O O F F F F F TH TH TH TH TH EEEEE

W W W W W AS AS AS AS AS T T T T T EEEEE LAN LAN LAN LAN LAN DDDDD S S S S S A M ENAGERIE OF M UTANTS AND M UTATIONS

CCCCC RERERERERE A A A A A TUR TUR TUR TUR TUR EEEEE S S S S S O O O O O F F F F F TH TH TH TH TH EEEEE

W W W W W AS AS AS AS AS T T T T T EEEEE LAN LAN LAN LAN LAN DDDDD S S S S S A M ENAGERIE OF M UTANTS AND M UTATIONS

By Derek Holland and the Skirmisher Game Development Group

Illustrated by Dragan Ciric, Jeremy Pea, and William T. Thrasher

By Derek Holland and the Skirmisher Game Development Group

Illustrated by Dragan Ciric, Jeremy Pea, and William T. Thrasher

By Derek Holland and the Skirmisher Game Development Group

Illustrated by Dragan Ciric, Jeremy Pea, and William T. Thrasher

By Derek Holland and the Skirmisher Game Development Group

Illustrated by Dragan Ciric, Jeremy Pea, and William T. Thrasher

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By Derek Holland and the Skirmisher Game Development Group

Foreword by Mutant Future Creator Daniel Proctor

Illustrated by Dragan Ciric, Jeremy Pea, and William T. Thrasher

CCCCC RERERERERE A A A A A TUR TUR TUR TUR TUR EEEEE S S S S S O O O O O F F F F F TH TH TH TH TH EEEEE

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Skirmisher Publishing LLC499 Mystic Parkway

Spring Branch, TX 78070

Email: [email protected]: www.skirmisher.comInteractive Forum: www.skirmisher.com/forum

Skirmisher Game Store: skirmisher.cerizmo.com

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

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

Artists: Dragan Ciric, Jeremy Pea, William T. Thrasher

Technical Editor: Jim Clunie

PDF Publications Manager: Jessica McDevitt

Mutant Future TM is copyright 2008, Daniel Proctor and RyanDenison. Mutant Future TM and Mutants & Mazes TM are trade-marks of Daniel Proctor. These trademarks are used under theMutant Future TM 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 84. Anyone havingquestions or concerns about reproducing Open Game Content

contained in this book in their own works should contact Skir-misher at one of the addresses listed above.Designation of Product Identity: Product Identity is not

Open Game Content. The following is hereby designated as Prod-uct Identity in accordance with section 1(e) of Open Game Li-cense version 1.0a: Skirmisher Publishing and any and all associ-ated logos and identifying marks, including all Skirmisher Publish-ing products and product line names; any and all artwork, designs,depictions, illustrations, maps, likenesses, symbols, and graphicdesigns presented in the context of this book; and any and alldialogue, incidents, plots, stories, storylines, thematic elements,

and concepts contained herein.Images on the cover and pages 4, 6, 24, 25, 26, 30, 35, 36, 44,

50, and 52 are copyright 2009 by Dragan Ciric. Images on pages 1,8, 14, 16, 20, 38, 52, 53, 60, 71, 73, and 74 are copyright 2009 byJeremy Pea. Images on page 9, 12, 18, 29, 33, 34, 39, and 43 arecopyright 2009 by William T. Thrasher. Images in pages 82 and 83are copyright 2009 by Skirmisher Publishing LLC. All other im-ages are from various stock art collections and are used with permission.

All other contents of this book and the combined work overall,regardless of other designation, are Copyright 2009 Skirmisher Publishing. All rights reserved. Reproduction of non-Open Game

Content contained in this work by any means without written permission from the publisher is expressly forbidden, except for purposes of review.

This book is protected under international treaties and thecopyright laws of the United States of America. Mention or refer-ence to any company, product, or other copyrighted or trade-marked material in no way constitutes a challenge to the respec-tive copyright or trademark concerned. This book is a work of fiction and any resemblance of its contents to actual people, orga-nizations, places, or events is purely coincidental.

Second Revised PDF Edition: October 2009. SKP E 0931.

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W W W W W AS AS AS AS AS T T T T T EEEEE LAN LAN LAN LAN LAN DDDDD S S S S S A M ENAGERIE OF M UTANTS AND M UTATIONS

By Derek Holland and the Skirmisher Game Development Group Foreword by Mutant Future Creator Daniel Proctor

22222

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Creatures of the Wastelands

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Silver Phoenix (page 51)

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forewordI felt very honored to be asked to write the foreword to Creaturesof the Wastelands , but I was even more humbled when I first heardthis book was being written. It is a very special feeling to know

someone has seen your creation and felt inspired enough to take acertain vision further. This book is the first professionallypublished supplement for Mutant Future , and it doesn’t disappointin delivering the unusual, sometimes startling, creatures and mu-tations we’ve come to expect from this post-apocalyptic sciencefantasy game.

One of the most attractive aspects of Mutant Future is its adapt-ability. You can play in a wide variety of campaigns, with anyflavor imaginable, just based on a set of solid, simple rules. Thebook you hold in your hands gives you additional tools to bring yourgame to life.

Creatures of the Wastelands is a book you’re going to want to keepat the gaming table. As I was reading through it, I caught myselfagain and again chuckling maniacally over a monster description,imagining how my players will react when faced with another uniquemutant horror. Likewise, as I read the new mutations available tocharacters, I found myself thinking, “Ewwww … that’s awesome !” morethan once.

This genre of nuclear post-apocalyptic science fantasy tries notto take itself too seriously, and this book succeeds in perfectlycapturing that flavor. There is a balance between the serious and

whimsical, and between harsh realities and exciting adventure.In addition, Creatures of the Wastelands visits new possibili-ties. For instance, the parasitic mutations are a great twist, andthe inclusion of fleshed-out terrain types and hazards are inspiredand extremely useful to campaigns. That is, in fact, one of the mostimpressive things about the effort that went into this book: Thereis no “filler” material. This is a book full of material ready tobe used, now.

Soon, your player’s characters will be fighting through swarms ofblack snowflakes, or lamenting the day they made enemies with agroup of lumbicids. And laser blast to one character’s chest will

be a reminder of why it is a bad thing to have transparent skin.

Daniel ProctorGoblinoid Games

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Creatures of the Wastelands

66666 Ripper (page 48)

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Number Encountered: This variable num-ber represents 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 Mutant Lord 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 simply

unconcerned 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 armor, 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 armor 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 in Section 4.

Attacks: This listing describes howmany attacks are available to a monster,per round, and the nature of the at-tacks. These will be listed in the same

order 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 detail below.

Acid

Some 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 itoff with water or other non-flammableliquids (beer, wine). If armor is de-

introduction In Mutant Future , the term “monster” can refer to any being other than the playercharacters. Monsters are listed in this section in an encyclopedic format. Eachmonster has certain characteristics, which are defined below. Although each monsterlisting can be considered to represent the “average” specimen of a particularcreature, the Mutant Lord can alter the abilities and power level of any creature tofit the situation.

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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.

ConfusionSwarming animals, such as bats or in-sects, often may attack by engulfing anopponent and making him unable to inde-

pendently determine what he will do.Roll on the following table at thebeginning of each subject’s turn eachround to see what the subject does inthat round.

Roll 1d10 Behavior1-4 Attack character’s group.5-6 Do nothing but flail about

uselessly.7-10 Attack creature’s group.

A confused character that can’t carry

out the indicated action does nothingbut babble incoherently.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 savingthrow versus poison or suffer the fulleffects of the poison type.

Swallow Attack Some 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’s

belly 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-

Squid Hound (page 34)

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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 level

character. 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 theMutant Lord refers to when testing formorale. The Mutant Lord will roll 2d6according to the Morale Check optionalrule in Section 5. Any monster that failsthis check will attempt to flee or sur-render.

Hoard Class: This listing refers tothe Treasure Hoard Class of the monster,and will consist of a roman numeral.

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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.

Mutants and “Normal” AnimalsSome mutant animals/monsters have muta-tions that do not necessarily conform tothe mutations provided for PCs. This isdone to expand possibilities as well asmake creatures unique and challenging.The most frequent mutation where this isthe case is gigantism , where the ordi-nary attack and damage adjustments donot always apply because the PC mutationassumes a humanoid form that is attack-ing other humanoids.

Many animals listed here are “normal”or “ordinary.” These may be used as-is,or as templates for devising mutatedversions. Mutated animals may be cre-ated from normal animals or any monsterpresented here simply by either choos-ing or rolling randomly for mutationspresented in Section 3. When using muta-tions in this way, The Mutant Lord shouldfeel free to be creative and modify them

in any way to create unique or powerfulmutations that are not usually avail-able to PCs.

Monsters and Willpower At 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 a

WIL 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 Mutant Lord may rule that somemonsters or individuals deviate fromthese guidelines.

AbbreviationsIn written adventures, when monsters areindicated, their characteristics aretypically abbreviated in the followingorder and format: AL, alignment; MV,Movement; AC, armor class; HD, hit dice;#AT, number 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 7

Alignment is abbreviated as follows:C, chaotic; N, neutral; L, lawful.

TERMSSeveral terms are introduced in thisbook, as follows.

Aggregate is a single creature cre-ated from 2 or more. Usually it is theresult of mutation of a parasite and itshost where both are now required forsurvival. See the crusty bunny for anexample made from 3 species. Also itresults in a new type of mutation- para-site. These cost 2 or more abilitiespoints in exchange for some mutant power.This one of several rare kinds of muta-tions that may affect Pure Humans.

Base Stock is the unmutated ancestralspecies of a mutant.

Cluster is a group of immobile animalsthat live close to each other. Not verycommon due to the inability to collectfood, those that exist use the fragrancedevelopment or prey scent mutations todraw prey to them. Sponges and coral canbe considered real world clusters.

Elder People are those who lived be-fore the cataclysm. Other than they werehumans with high technology, little isknown of them.

Kaiju are huge monsters, best knownexamples are Godzilla and Gamera. Al-

most all kaiju have more than 100 hitdice and their attacks do damage to anarea rather than a single creature (ex-ceptions do exist). A save versus energyattacks halves the damage.

Instar is a stage of life for immatureinsects. I apply it to seedlings thathave life stages and mutations that dif-fer from the adult.

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Creatures of the Wastelands

1212121212

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A A A A A Air Screw No. Enc.: 1 (1)

Alignment: NeutralMovement: 10’ (3’)

Fly: 150’ (50’) Armor Class: 8

Hit Dice: 4 Attacks: 1 (slam)

Damage: 2d4Save: L2Morale: 12Hoard Class: none

Air screws are oozes that fly in a spi-ral shape. On the ground, they take aform that is very much like a stone andmay remain so for a week or two afterfeeding. Birds and insects are theirpreferred prey, but they will attackanything that smells edible that passesnear them if they are beginning to starve.

Mutations: metamorph, psionic flight,toxic weapon

Annual TreeNo. Enc.: (0) d10

Alignment: NeutralMovement: 0’ Armor Class: 9

Hit Dice: 2-25 Attacks: see below

Damage: see belowSave: L0Morale: 12Hoard Class: none

These are fast growing plants. They takeeight to 12 months to reach a height of80’, go to seed, and die off. They are

harmless to humans, but inflict 3d10points of damage per day to structures,vehicles, and any other large objects onwhich they are growing.

Their wood is worthless for buildinganything meant to last and smokes badlyif used for a fire. After they die, theyleave large amounts of wood that cancatch fire from combat with energy weap-

ons and mutations or lightning.Mutations: special

AntlionAntlion, Larva, Giant

No. Enc.: 0 (1) Alignment: Neutral

Movement: 90’ (30’) Armor Class: 4

Hit Dice: 12 Attacks: 1 (bite)

Damage: 2d10 + d8 per roundSave: L6Morale: 9Hoard Class: VI

Antlion, Adult (Owlfly), GiantNo. Enc.: 0 (d2)

Alignment: NeutralMovement: 30’ (10’)

Fly: 120’ (40’) Armor Class: 8

Hit Dice: 6 Attacks: 1 (bite)

Damage: d4Save: L3Morale: 5Hoard Class: None

The giant antlion is an insect that, as

an adult, looks like a dragonfly. Otherthan some minor differences in anten-nae, the best ways to determine if it isan owlfly or dragonfly is the presenceof water and flying speed (as owlfliesare much slower). The owlfly, the adultform of antlion, is usually found farfrom bodies of water. The larva is mag-got-like, with large mandibles that areused to both crush and drain prey. Aftera successful hit, the target is held anddamaged each round unless it makes asave versus energy attacks. The owlfly

has a small set of mandibles but usuallyflies away from conflict.

Mutations: gigantism

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Arrow Worm, GiantNo. Enc.: 0 (d6)

Alignment: NeutralMovement: 10’ (3’)

Swim: 150’ (50’) Armor Class: 6Hit Dice: 8

Attacks: 1 (bite)Damage: 3d8Save: L4Morale: 6Hoard Class: none

These worms are fairly common in theoceans near shore. They are 45’ longwith two fins, eyes, and fangs. Flexibleenough to rise out of the water, an

arrow worm can bend into a boat to lifta person out. A preferred hunting spotis where trees overhang the water, al-lowing the worms reach into the branchesto attack birds and other arboreal crea-tures. When they face resistance or takedamage, the worms release a cloud ofstun gas from their heads in a 20’ diam-eter and then attempt to escape. Because

of their limited capacity to move onland, they very rarely move onto a boator shore.

Muta t ions : gigantism, increased strength, toxic weapon, regenerativecapacity

BBBBBBanshee IceNo. Enc.: d4 (d4)

Alignment: NeutralMovement: 0’

Armor Class: 9Hit Dice: 6

Attacks: see belowDamage: see belowSave: L1Morale: 12Hoard Class: none

More of a hazard than an actual crea-ture, banshee ice is extremely danger-ous for those that encounter it. Whendamaged by a physical attack (ratherthan an energy weapon or mutation), theice produces a mental scream that in-flicts 6d8 to all animal life within

100’. A save versus poison halves thisdamage. The source of this strange mate-rial is unknown but could be the result ofalien energy or a unique mutation.

Mutations: special

BarfNo. Enc.: 2d4 (4d4)

Alignment: NeutralMovement: 90’ (30’)

Climb: 150’ (50’) Armor Class: 6

Hit Dice: 3 Attacks: 2 (claws)

Damage: d4/d4Save: L2Morale: 7Hoard Class: XII

The easiest way to describe a barf is“web vomiting monkey-cow.” They are mu-

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tant cattle adapted to life in the trees.Their gut bacteria produce a substancesimilar to spider silk and they use thisto capture prey consisting of certainmobile plants (like some PCs). The web-bing is collected and thrown, up to 10’(or 50’ down) and the barf must make anattack roll. If successful, the targetis entangled for a number of rounds equalto 25 minus Strength. The barfs thenmove in for the kill. A pack of barfs isdifficult to drive off as they attackfrom above and only felling the trees ordestroying the branches will make themdepart.

Mutations: webbing (new), aberrant form

Bee, TigerNo. Enc.: d4 (4d12)

Alignment: NeutralMovement: 30’ (10’)

Fly: 180’ (60’) Armor Class: 6

Hit Dice: 2 Attacks: none

Damage: noneSave: L1Morale: 6Hoard Class: see below

Tiger bees are named for their orangecoloration. They are desired by plantcommunities because they produce a waxthat heals plants (treat it as stim-shot

A for a 6-ounce dose). Otherwise theyare harmless. Because they are so valu-able, tiger bee colonies are protectedand their wax controlled by communityleaders, be they plants or other.

Mutations: special

Bee, Stone

No. Enc.: d4 (4d8) Alignment: Neutral

Movement: 30’ (10’)Fly: 240’ (80’)

Armor Class: 4Hit Dice: 2

Attacks: 1 (bite)Damage: d8Save: L1

Morale: 8Hoard Class: see below

Stone bees collect soil and small rocksto make a form of concrete for nestingmaterial. Their mandibles are very strongand are used to break holes in theirnests as needed. They are known to makenests in ruins and thus alter the layoutby closing off doorways and creating newbuildings and chambers below ground. Theyare communal and thus do not have queens,workers, or soldiers. Each female beemakes its own nest within the whole andtreats it as her territory. Males makegroup nests and live together amicably,or at least until they die after mating.Females are 3’ long and males 2’.

Mutations: special

Bison, ForestNo. Enc.: 0 (2d8)

Alignment: NeutralMovement: 210’ (70’)

Armor Class: 5Hit Dice: 10

Attacks: 1 (trample)Damage: 3d10Save: L5Morale: 6

Hoard Class: none

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These strange forest creatures have analmost magical ability to travel unim-peded through vegetation. They phasethemselves so that all plant materialpasses through them, and thus have animmunity to wooden weapons and all plantmutations that inflict damage, as wellas being able to walk through trees andvines. When they need to feed, theyunphase their heads. When one dies, itsentire body unphases and if there isplant material suddenly within them, thebody explodes with great force, inflict-ing 5d10 damage in a 50’ radius.

Mutations: special

Bison, WaterNo. Enc.: 0 (3d4)

Alignment: NeutralMovement: 90’ (30’)

Armor Class: 6Hit Dice: 15

Attacks: 1 (bite)Damage: 2d8Save: L8Morale: 8Hoard Class: none

These mutant bovines have filled thehippo niche in North America. They have

large mouths and increased mass. Unlikehippos, they have gills and stay under-water all the time. Because they stir upthe bottom while walking, water bisondraw a great many fish looking for prey— both small fish looking for mud dwell-ing insects and big fish looking forsmall fish. Many anglers have a reallybad day when they hook a bison insteadof a fish.

Mutations: gills

Black SnowflakeNo. Enc.: 0 (2d12)

Alignment: NeutralMovement: 330’ (110’)

Armor Class: 9Hit Dice: 1

Attacks: 1 (slash)Damage: d4Save: L0

Morale: 12Hoard Class: none

Like dust bunnies, black snowflakesare an oddity. They look like over-sized snowflakes that are brown toblack and come down in the worst ofbl izzards . They f ly around, evenagainst the wind, and seem to feed onthe small amounts of blood collected

with each impact with a victim. Asthe flurries let up, the snowflakesreturn to who knows where in the sky.

Mutations: special

BlazemothNo. Enc.: 8d10 (8d10)

Alignment: NeutralMovement:

Fly: 90’ (30’) Armor Class: 9

Hit Dice: 1/2

Attacks: noneDamage: noneSave: L0Morale: 12Hoard Class: none

A sp ec ia l ty pe of fl oa te r (q .v .) ,blazemoths are a serious danger to thosewho use camp fires and emit a dust that

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causes fires to turn purple and thenexplode. A swarm of moths from 8-40 causean explosion with a radius of 20’ and3d4 points of damage. Larger swarms causean explosion with a radius of 30’ and3d6 points of damage. Blaze moths diefrom such explosions like any moths drawnto flame.

Mutations: special

Bloater CrabNo. Enc.: 0 (8d10)

Alignment: NeutralMovement: 30’ (10’)

Armor Class: 5Hit Dice: 2

Attacks: 2 (claws)Damage: d6/d6Save: L1Morale: 11Hoard Class: none

Invaders from the sea, these very largecrabs have some kind of toxin that causesbloating of living and dead flesh. Any-one failing a save versus poison is -4to hit and has +4 to Armor Class for d4hours because of the pain and difficultyhandling or wearing items.

Mutations: toxic weapon

Blood Crow No. Enc.: 0 (2d6)

Alignment: NeutralMovement: 90’ (30’)

Fly: 240’ (80’) Armor Class: 7

Hit Dice: 2/10 Attacks: 1 (bite)

Damage: d2/2d8Save: L1/L5Morale: 9Hoard Class: X

Blood crows are animals that enlargethemselves to hunt. A small size crowappears no different from a unmutatedbird and the large form has a wingspanof 18’. They can change once per round(as their action for the round) and usethis to move about in or fly aroundbranches, looking for the best way torip open prey. A murder of blood crowsassist each other and provide a +2 tohit for every bird that attacks an indi-vidual that has been successfully at-tacked by another crow. For example, ina flock of 6 that attacks a human, ifthe first 2 hit, the second had +2 tohit and the third bird gets a +4 to hit.If it misses, the next bird gets no

bonus. Like other crows, blood crowscollect shiny items, although they donot keep a regular lair and abandon theitems with regularity.

Mutations: density alteration, self (special)

BloodfeederNo. Enc.: 0 (1)

Alignment: NeutralMovement:

Swim: 120’ (40’)

Armor Class: 3Hit Dice: 14

Attacks: 1 (bite)Damage: 2d8 and d8/roundSave: L7Morale: 8Hoard Class: none

These massive turtles feed exclusively

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on blood. Although they prefer sharks,whales, and other large animals, human-sized prey will do in a pinch. Aftermaking a hit, the target is held anddamaged for every round thereafter un-til it makes a save versus death. Peoplewho live on or in the ocean occasionallygo on bloodfeeder hunts as the shellsand skeletons can be useful and the meat

will feed a typical tribe for a week ortwo.Mutations: aberrant form

Bloody LionBloody Lion, Builder No. Enc.: 0 (6d4 X 10)

Alignment: NeutralMovement: 120’ (40’)

Armor Class: 6Hit Dice: 8

Attacks: 2

Damage: d12/d12Save: L4Morale: 12Hoard Class: as fortress

Mutations: animal limbs (human hands),abnormal size, fragrance development(plants), free movement, full senses and natural vegetal weapons

Bloody Lion, Forager No. Enc.: 2d6 (3d4 X 10)

Alignment: NeutralMovement: 180’ (60’)

Armor Class: 7Hit Dice: 3

Attacks: 4Damage: d6/d6/d6/d6Save: L2Morale: 8Hoard Class: VI (for group) or as

fortress

Mutations: chameleon metamorph, ab-normal size, fragrance development(plants), free movement, full senses and natural vegetal weapons

Bloody Lion, Reproductive No. Enc.: 0 (4d6)

Alignment: NeutralMovement: 60’ (20’)

Armor Class: 6Hit Dice: 16

Attacks: 4Damage: 2d12/2d12/2d12/2d12Save: L10Morale: 8Hoard Class: as fortress

Mutations: animate seed, abnormal size,

fragrance development (plants), freemovement, full senses and natural veg-etal weapons

Bloody Lion, Speaker No. Enc.: 2d4 (8d10)

Alignment: NeutralMovement: 150’ (50’)

Armor Class: 6Hit Dice: 6

Attacks: 2Damage: d8/d8Save: L6

Morale: 10Hoard Class: gear

M u t a t i o n s : p r e h e n s i l e t e n d r i l s(simple), metaconcert, neural telekine-sis, abnormal size, fragrance develop-ment (plants), free movement, full sensesand natural vegetal weapons

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Bloody Lion, Large Soldier No. Enc.: 0 (2d4 X 8)

Alignment: NeutralMovement: 150’ (50’)

Armor Class: 5Hit Dice: 12

Attacks: 6Damage: 3d6/3d6/3d6/3d6/3d6/3d6Save: L8Morale: 12Hoard Class: as fortress

Mutations: shriek (plant), thermalemission, abnormal size, fragrance de-velopment (plants), free movement, fullsenses and natural vegetal weapons

Bloody Lion, Small Soldier No. Enc.: 5d10 (10d10 X 4)

Alignment: NeutralMovement: 180’ (60’)

Burrow: 30’ (10’) Armor Class: 7

Hit Dice: 2 Attacks: 2

Damage: d6/d6Save: L1Morale: 12Hoard Class: VI (for group)

Mutations: grenade-like fruit, abnor-

mal size, fragrance development (plants),free movement, full senses and naturalvegetal weapons

Bloody lions are desert-dwelling mutantdandelions that look like dandelion rootscovered with large bladed leaves andvines for movement and which live in acaste system, similar to ants and ter-mites. They live in nests, called for-tresses, that are mound-shaped with largebowls in the center. A bowl is shallowenough that the reproductives at the

center get full sun three to four hoursa day. Otherwise, there are walls anddoors meant to keep intruders out orbottleneck them for defensive purposes.There are no underground portions, al-though rumors exist of treasure roomsfilled with artifacts of the ElderPeople.

Builders: This caste creates and re-

pairs the fortress. They have vines thatclosely imitate human hands and use toolsin addition to their roots. They are 8’long and have 2 leaves for defense.

Foragers: These 2’ long plants are theworkers who go outside the fortress andcollect the fertilizer- dead plants andanimals- and water that the colony needsto survive as well as picking up any-thing else that might be of use. Theystay in small groups, sometimes pro-tected by small soldiers, and stay outuntil they collect enough to bring back.If they must stay away from the fortressover night, they assume the shape oflocal plants and imitate them for pro-tection. If they must enter combat, theyhave 4 leaves for defense.

Reproductive: The heart of the for-tress is the domain of the reproduc-tives. They have several dozen flowersat all stages of development growing atonce. At 25’ long, they are the largestcaste and have 4 huge leaves for defense.

Speaker: This caste may have intelli-gence but they do not rule the colony-no one does. They are 6’ long and have 2leaves for defense. The leaves are rarelyused as speakers prefer to use firearmssuch as shotguns and laser rifles. Theydo not wear armor because of their body

shape, but otherwise can use any gearthe foragers collect. In close combat,they connect their minds and use teleki-nesis to push their targets prone on theground. Their complement of small sol-diers (4 for every speaker) then makethe kill.

Soldier, Large: At 20’ long, thesewarrior plants are the second largestcaste. They are always found within thefortress and protect the reproductiveswith their lives. In combat they usebeams of cold, sonic pulses and their 6

large leaves, in that order. They havean innate sense of tactics and foolinglarge soldiers is very difficult.

Soldier, Small: At 2’ long, small sol-diers are the smallest caste and their 2defense leaves seem huge because of this.This caste is usually found outside thefortress in the company of speakers andforagers. They are easy to grow in huge

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numbers so they are considered verydisposeable. They are also stupid andeasy to fool. When out with foragers, ifthey have to stay outside the fortressovernight, they burrow into the groundto hide.

Body PartsBody Parts, HandsNo. Enc.: 4d8 (4d8)

Alignment: NeutralMovement: 90’ (30’)

Armor Class: 7Hit Dice: 2

Attacks: 1 (slam)Damage: d4Save: L1Morale: 10Hoard Class: none

Mutations: aberrant form

Body Parts, HeadsNo. Enc.: 2d8 (2d8)

Alignment: NeutralMovement: 30’ (10’)

Armor Class: 8Hit Dice: 1

Attacks: 1 (bite)Damage: d3

Save: L1Morale: 12Hoard Class: none

Mutations: aberrant form

Body parts are mutant humans and otheranimals that have atrophied all but onelimb or the head. Although they looklike a part of the source stock, whensliced open there are tiny organs within.Hands and heads are pests found in mostruins. Some people have a phobia towardkilling heads, especially if they looklike the persons in question.

Bridge TrollNo. Enc.: d4 (d4)

Alignment: NeutralMovement: 120’ (40’)

Armor Class: 6Hit Dice: 4

Attacks: 2 (claws)Damage: d6/d6Save: L3Morale: 8Hoard Class: XIV

Bridge trolls are mutant humans who livein deep, dry river beds. They projectthe illusion of bridges over their gorgesand wait under them and, when somethingtries to cross and falls, the trollsthen rend survivors with their claws anddevour them. They do not collect arti-facts purposefully, but do generally have

a pile of them somewhere nearby.Mutations: aberrant form (natural weap-ons), mental phantasm

Bronze BeetleNo. Enc.: 1 (1)

Alignment: NeutralMovement: 240’ (80’)

Armor Class: -5Hit Dice: 350

Attacks: 1 (trample)Damage: 4d20

Save: L19Morale: 12Hoard Class: see below

Bronze beetles are engineered creaturesthat were meant to create simple toolsin large quantities for off-world colo-nies with power production problems. Theyrequire raw materials and generally eat

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both ruins and newer communities. Afterfeeding, they drop a random 4d100 toolsper day for 2-12 days (depending on theamount of raw material consumed). Thetools can be anything from shovels tospyglasses and are always an assort-ment. All the known beetles have smallcommunities that follow them in hopes ofcollecting the tools for trade. Their trampleattack damages everything within a 10’ di-ameter circle. A save versus energy at-tacks halves the damage.

Mutations: special, gigantism

Bubble BugNo. Enc.: 0 (3d4)

Alignment: NeutralMovement: 0’

Armor Class: 9Hit Dice: 1/8

Attacks: contactDamage: poisonSave: L0Morale: 12Hoard Class: none

The mutant spittle bug covers itself

with a mass of spit in the form of bub-bly foam. They can be found on variousherbs and shrubs throughout the waste-lands. Unlike the stock species, thismonster’s foam is extremely toxic (class14). Because they are quite obvious, onlythe unobservant, hard of seeing, and noc-turnal have a chance of bumbling into them.

Mutations: toxic weapon

Bug FriendNo. Enc.: 1 (1)

Alignment: NeutralMovement: 0’

Armor Class: 4Hit Dice: 18

Attacks: specialDamage: specialSave: L9Morale: 12Hoard Class: none

This tree uses insects for protection.It attracts several species and uses ahormone to prevent the pupa from hatch-ing. When something climbs or attacksthe tree, another hormone causes all theinsects to emerge and drives them into afrenzy. Anything within 50’ of the treetakes 3d6 points of damage per round ford6 minutes. After that, the swarm calmsand disperses. It takes a few days forthe tree to reset this trap.

Mutations: special

BuzzerNo. Enc.: 0 (1)

Alignment: NeutralMovement: 0’

Armor Class: 8Hit Dice: 12 Attacks: 0

Damage: noneSave: L2Morale: 12Hoard Class: XVIII

This mutant tree enslaves insects toprotect it and feed it with the blood ofthose slain around it. It is found with4d6 swarms and giant insects such asgiant ants, piranha butterflies, and

vomit flies. If all the insects are slain,but the tree is not, it takes 2d4 daysfor a new complement to be drawn.

Mutations: fragrance development

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CCCCCCeiling WalkerNo. Enc.: 4d4 (6d4)

Alignment: NeutralMovement: 90’ (30’)

Armor Class: 7Hit Dice: 2

Attacks: 1 (slam)Damage: d6Save: L1Morale: 5Hoard Class: none

Strange mutant humans, ceiling walkershave 40 arms and legs. They look like aball of limbs and it is these that allowthem to walk on walls and ceilings likenormal humans walk on the floor. Theyare no longer intelligent, are 2’ tall(3’ in diameter), and use a rolling slamto incapacitate prey. Nocturnal, theydo not like bright light and lair deepin ruins.

Mutations: aberrant form (extra limbs),night vision

Creeping Road

No. Enc.: swarm Alignment: NeutralMovement: 30’ (10’)

Armor Class: 4Hit Dice: 24

Attacks: 1 (chew)Damage: 5d6Save: L4Morale: 12Hoard Class: none

A mass of beetles that look like pebbles,the creeping road slowly destroys ev-

erything in its path and looks like newcobblestone construction. The swarm onlymoves at night unless it is stepped on.

Anything on a road automatically takesdamage and must save versus death orhave its legs broken (if it has legs).This reduces the victim’s movement bythree quarters and takes d4 months toheal. The best way to deal with a road is

to avoid it or use fire to drive it off.Mutations: aberrant form, natural armor

CrinoidCrinoid, Red

No. Enc.: 0 (8d12 mixed red andyellow)

Alignment: NeutralMovement: 0’

Armor Class: 9Hit Dice: 1/4

Attacks: 1 (bite)Damage: d2Save: L0Morale: 12Hoard Class: VII

Mutations: neural telekinesis

Crinoid, Yellow No. Enc.: 0 (8d12 mixed red andyellow)

Alignment: NeutralMovement: 0’

Armor Class: 8Hit Dice: 1/2

Attacks: 1 (bite)Damage: d4Save: L0Morale: 12

Hoard Class: VII

Mutations: fragrance development

Crinoids, or sea lilies, are marine ani-mals that look sort of like plants withstems, bodies, and feeding tentaclesaround their mouths. They are found typi-cally on coral reefs, although some haveadapted to northern waters. Red and yel-low sea lilies feed on larger-than-nor-mal fare. The yellow releases a chemicalinto the water that can draw prey from

up to a mile and the red use a form oftelekinesis to immobilize the victims.If a save versus poison fails (-1 forevery 10 red crinoids), the target isrendered helpless until the lilies areslain. As it does take some concentra-tion, the lilies can only target oneperson or creature at a time.

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Crusty BunnyNo. Enc.: d4 (d4)

Alignment: NeutralMovement: 240’ (80’)

Armor Class: 2Hit Dice: 1

Attacks: 1 (bite)Damage: d3Save: L3Morale: 3Hoard Class: None

An aggregate monster, the crusty bunnyis made up of 3 mutated animals — thesnowshoe hare, athlete’s foot, and tape-worm. Its skin is covered with a solidmass of fungus that provides excellentprotection against radiation (takes halfdamage) and physical attacks (thus theirlow AC). The tapeworm neutralizes poi-sons and disease.

The only downside to the symbiosis isan increased need for food. Starvationis common during the winter and manybunny bodies are seen in regions wherethey are common. Intelligent plants con-sider them a major pest and a terrifyingmonster in the winter months. Only a fewcarnivores — those immune to or resis-tant to poison — will eat crusty bun-

nies.Mutations: special

Cyst MonsterNo. Enc.: 1 (1)

Alignment: NeutralMovement: 150’ (50’)

Armor Class: 4Hit Dice: 18

Attacks: 3 (claws and bite)Damage: 2d4/2d4/2d12Save: L9

Morale: 11Hoard Class: none

This large mutant has features of fe-line, reptile, and fish. At 35’ long and8’ high, it is one of the largest preda-tors commonly found in ruins. They areso named because every wound caused byan attack that draws blood forms a cyst

that breaks in d4 rounds and releases ajellyfish plant (see MF corebook). Deathcauses the body to form 3d4 cysts. Theplants do not attack the cyst monsterbut usually are consumed by it.

Mutations: special

DDDDDDeath ThreadNo. Enc.: Swarm

Alignment: NeutralMovement: 0’

Armor Class: 9Hit Dice: 20 (swarm)

Attacks: ContactDamage: 2d12Save: L0Morale: 12Hoard Class: VI

These mutant worms imitate grass blades.They wait until prey is surrounded andthen use a poisonous bite to immobilizethe potential food. The poison’s classis 11. They are noticeable to humansbecause they stay brown all year long.It is only during the dry season do they

become a serious hazard.Mutations: aberrant form, toxic weapon

DinosaurDinosaur, Bellower No. Enc.: 0 (d6)

Alignment: NeutralMovement: 90’ (30’)

Armor Class: 4Hit Dice: 30

Attacks: 2 (tail and stomp)Damage: 3d12/3d10

Save: L15Morale: 10Hoard Class: none

The Elder People brought many extinctspecies to life, including many dino-saurs. Those that survived the cata-clysm mutated just as readily as otheranimals. Bellowers are sauropods that

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use sound to drive off predators. Theirbellow inflicts 5d10 points of damage toeverything, except other bellowers,within 100’ and is otherwise identicalto the shriek mutation. They are foundin plains where it is easy for them tospot any potential problems.

Some mutants that are resistant orimmune to sonic attacks hunt bellowersmuch in the same way Native Americanshunted bison.

Mutations: shriek

Dinosaur, Grey Tide No. Enc.: 3d10+40

Alignment: NeutralMovement: 270’ (90’)

Armor Class: 7Hit Dice: 1

Attacks: 3 (bite and 2 claws)

Damage: d4/d2/d2Save: L1Morale: 8Hoard Class: none

These tiny velociraptors are but 1’ tall.They are a danger because they swarmover a victim with great speed and carrya nasty parasite in their bloodstreams.

Anyone exposed to grey tide blood has achance to be exposed. This particularparasite reduces the host’s strengthscore by 2 until cured with antitox.

Mutations: dwarfism, quickness, para-site host (new)

Dinosaur, Minirex No. Enc.: 3d8 (5d8)

Alignment: NeutralMovement: 150’ (50’)

Armor Class: 6Hit Dice: 3

Attacks: 1 (bite)Damage: d6Save: L2Morale: 10Hoard Class: XX

The pet every dinosaur-loving kid wanted,t h e m i n i r e x w a s f e d e n g i n e e r e dmicrogoats. After the cataclysm, somemutated the ability to survive on anymeat and it is the descendants of thesesurvivors that devour the people of to-day.

Mutations: dwarfism

Dinosaur, Rooter No. Enc.: 0 (3d4)

Alignment: Neutral

Movement: 60’ (20’) Armor Class: 4Hit Dice: 12

Attacks: 1 (tail club)Damage: 2d12Save: L6Morale: 8Hoard Class: none

These mutant ankylosaurs act like verybig wild hogs. They are a walking disas-ter that digs up trees to get at theroots. Their forefeet have huge digging

claws that hobble their ability to runand even walk well. In some locationsthey are so prevalent that the only treesthat survive are either toxic or have anability to fight back.

Mutations: aberrant form

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Dinosaur, Spikey No. Enc.: 0 (d12)

Alignment: NeutralMovement: 150’ (50’)

Armor Class: 3Hit Dice: 12

Attacks: 1 (horns)Damage: 2d12Save: L6Morale: 11Hoard Class: none

Mutant triceratops, these herbivores areextremely dangerous to anything movingnear them. They have no qualms aboutramming trees swaying in the wind andsquashing humans and other small pests.They are named because of the large num-ber of spines on their faces and backs.

Mutations: spiney growth

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Dream EaterNo. Enc.: d4 (2d4)

Alignment: NeutralMovement: 150’ (50’)

Armor Class: 6Hit Dice: 4

Attacks: 1Damage: d6

Save: L4Morale: 9Hoard Class: none

Mutant foxes, these canines learn aboutpotential prey via their dreams. If aperson looks soft enough to kill, thedream eaters induce violent nightmaresthat further weaken the victim. After aweek or so of this, dream eaters attackas a group and try to kill before theperson awakens.

Mutations: neural telepathy, induce

nightmares (new)

DunelordNo. Enc.: 0 (d6)

Alignment: NeutralMovement: 10’ (3’)

Armor Class: 4Hit Dice: 18

Attacks: see belowDamage: see belowSave: L9Morale: 12Hoard Class: XX

These mutant trees are always found ontop of piles of sand. Any animal thatcomes in contact with its leaves andfails a save versus poison turns to sand.

As the sand increases in depth, thedunelord slowly digs itself out usingmobile roots.

Because the tree is constantly shed-ding leaves, the dunelord is surroundedby them. Other plants that colonize sandylocations, such as beaches and deserts,sometimes hide the leaves from view.

Mutations: free movement, alter atomic composition (new)

Dust BunnyNo. Enc.: 4d100 (0)

Alignment: NeutralMovement: 30’ (10’)

Armor Class: 9Hit Dice: 1

Attacks: 1 (ram)Damage: d4Save: L0

Morale: 12Hoard Class: none

Dust bunnies are some alien life formmade entirely from dust and dirt. Foundonly in ruins where there is no airmovement to disturb them, they simplycollect more dust as it slowly arrives.If something causes a draft or othermovement or air, the bunnies seek it outas a potential new source of dust. Theyram their targets and explode into acloud 5’ in diameter. People may suffo-

cate and if they fail a save versuspoison, they take d6 points of damageper round for 2d6 rounds. After the dis-turbance has passed, the bunnies thathave exploded re-form.

Mutations: special

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EEEEEElder StoneNo. Enc.: 1 (0)

Alignment: NeutralMovement: 30’ (10’)

Armor Class: -3Hit Dice: 20

Attacks: 1 (tail)Damage: 3d8Save: L15Morale: 12Hoard Class: VI

Elder stones are silicon-based lifeformsthat appear to be hybrids of cows andalligators. They slowly consume stoneand concrete and are thus almost exclu-sively found in ruins. They are veryaggressive in protecting their food sup-plies and may accidentally block pas-sageways or doors.

Mutations: none

F F F F FFalse FlyNo. Enc.: d3 (d3)

Alignment: NeutralMovement: 30’ (10’)

Fly: 90’ (30’) Armor Class: 9

Hit Dice: 3 Attacks: 1 (bite)

Damage: d2Save: L1Morale: 12Hoard Class: None

False flies are fat flies that have been in-fected by a fungus. Other than being fasterwhile walking, they appear identical to nor-mal varieties. When slain, false flies ex-plode, releasing trillions of spores. Becausethe fungus is the best control on plagues offat flies (q.v.), the spores are collected andspread where ever fat flies have been sighted.

Mutations: obese, toxic weapon

Fat FlyNo. Enc.: d3 (2d8)

Alignment: NeutralMovement: 10’ (3’)

Fly: 90’ (30’) Armor Class: 9

Hit Dice: 2 Attacks: 1 (bite)

Damage: d2Save: L0Morale: 12Hoard Class: none

Fat flies are disgusting 3’ long insectsthat are bloated with poison. Nothingeats them and only the false fly (q.v.)fungus acts as a control on their popu-lation. When slain, they burst and thesoil beneath them is rendered sterilefor at least a decade. The other dangerof fat flies is their diet, which con-sists primarily of herbs and crops.

Mutations: obese, toxic weapon

Firebrat, GiantNo. Enc.: 3d8 (6d8)

Alignment: NeutralMovement: 90’ (30’)

Armor Class: 6

Hit Dice: 4 Attacks: 1 (bite)Damage: d4Save: L2Morale: 6Hoard Class: XVI

Cousins to silverfish, giant firebratsare herbivores feared by intelligentplants. They have retained their ances-tral desire to live in warm places, butthis does not stop them from braving

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cold if starving. Firebrats seem to pre-fer mobile plants, and have a paralytictoxin that only affects plants (class10), but they will eat dead wood, booksand other plant material.

Mutations: gigantism, reflective epi-dermis (heat), toxic weapon

FirelordNo. Enc.: 0 (d3)

Alignment: NeutralMovement: 0’

Armor Class: 4Hit Dice: 18

Attacks: 2 (roots)Damage: d6/d6 plus temperaturecontrolSave: L9Morale: 12Hoard Class: XX

These mutant trees capture prey in pairsby transferring the heat from one to theother. There have to be two targets,otherwise the tree does not attack. Theroots have a reach of 30’. The damage isas per the temperature control muta-tion.

Mutations: temperature control

Flash JellyNo. Enc.: 1 (0)

Alignment: NeutralMovement: 30’ (10’)

Armor Class: 9Hit Dice: 8

Attacks: 1 (slam)Damage: 2d6Save: L4Morale: 12Hoard Class: VI

This ooze hunts only underground, in thedarkest of ruins, and waits until some-thing comes close and then makes a hugeflash, hoping to blind and disorientpotential prey.

Mutations: optic emission (bright eyes)

FloaterNo. Enc.: d4 (3d10)

Alignment: NeutralMovement:

Fly: 90’ (30’) Armor Class: 5-9

Hit Dice: 1/8-2 Attacks: 1 or none

Damage: d4Save: L0Morale: 4Hoard Class: none

Floater is a generic term for a greatmany creatures that are attracted tofire. Anytime a campfire is started, anassortment of 3d10 floaters might ap-pear in d4 hours and stay until the fireis put out. Some of the more commonfloaters are wingnuts and wingseeds, globwasps (fungi with wings), and blink jel-lies (tiny jellyfish within a bubble ofwater that they renew with rain, theyblink in reaction to the fire).

Mutations: variable

Flow WoodNo. Enc.: d4 (d6)

Alignment: Neutral

Movement: 30’ (10’) Armor Class: 6Hit Dice: 8

Attacks: 1 (slam)Damage: 2d6Save: L4Morale: 9Hoard Class: none

A plant that has gained ooze traits,flow wood forms branches and leaves asneeded. It usually does not change shapeoften but does retreat into the ground

at night in more dangerous locations. Ifit becomes shaded, the plant will simplymove to where there is light, even onother plants. It only attacks when some-thing attacks or tries to eat it.

Mutations: special, toxic weapon

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G G G G G Ghost BatNo. Enc.: 3d10 (3d10)

Alignment: NeutralMovement:

Fly: 300’ (100’) Armor Class: 5

Hit Dice: 2 Attacks: 1 (bite)

Damage: d4Save: L5Morale: 8Hoard Class: None

These radioactive bats glow in the darkand thus have a ghostly appearance. They

constantly emit a class 3 radiation fieldwithin 10’ and anyone bitten by a ghostbat is exposed to a class 5 field. Theyare “turbo powered” because of the ra-diation and thus move much faster thannormal bats.

Mutations: special

Glow PeaNo. Enc.: d4 (d4)

Alignment: NeutralMovement: 0’

Armor Class: 8Hit Dice: 8

Attacks: 1 (stinger vine)Damage: 2d4Save: L4Morale: 12Hoard Class: VII

Massive shrubs that are 12’ and 10’ in

diameter, glow peas are always found inradioactive locations. They use the radia-tion to help them kill their prey. Anyonestung by a pea must save versus poison ortake double damage from radiation.

Mutations: abnormal size, reflectivecell structure, toxic weapon

GrainstealerNo. Enc.: 0 (d8+)

Alignment: NeutralMovement: 90’ (30’)

Armor Class: 9Hit Dice: 1

Attacks: 1 (thorns)Damage: d4Save: L0Morale: 4Hoard Class: none

These plants prey on herbs and grassesof various sorts, including grain. Af-ter consumption, they take the form oftheir food and reproduce by splitting.If attacked, they revert to their natu-ral form and use a thorn-covered stemfor defense. Because they reproduce soquickly, a single grain stealer can re-place a 100-acre field in a month. Un-less a farmer is blind, however, the

absence of crops will be noted long be-fore that happens, as grainstealers haveto feed every three to four days and sowill not be able to replace every plant.

Mutations: chameleon metamorph, natu-ral vegetal weapon

Great Mother, AdultNo. Enc.: 0 (1)

Alignment: LawfulMovement: 0’

Armor Class: 2

Hit Dice: 60 Attacks: 1 (mind thrust)

Damage: 6d10Save: L21Morale: 11Hoard Class: special

This massive tree desires one thing — toreplace all other plantlife with its

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seedlings. It produces them in huge num-bers and sends the seedlings out to bothdestroy plants and be consumed by ani-mals, thus gaining control over them. Ithas a telepathic range of 50 miles forits slaves and 500’ for everyone else.It picks 10 champions from its slavepool and provides them with one of thefollowing mental mutations: acute hyperhealing. combat empathy, or mental bar-rier. The champions only have the muta-tions within the 50-mile range. Greatmothers fight each other over territoryand when they are found within 50 milesof each other, use their seedlings todestroy the other.

Mutations: animate seed, full senses,m i n d t h r u s t , n e u r a l t e l e p a t h y,xenochemistry (new)

Great Mother, SeedlingNo. Enc.: 4d10 (10d12)

Alignment: LawfulMovement: 120’ (40’)

Armor Class: 6Hit Dice: 2

Attacks: 1 (tendril)Damage: 2d6Save: L1Morale: 12

Hoard Class: none

Seedlings are the vital component of thegreat mother’s plan for domination. Theyare humanoid in shape with a vine in thecenter of their chests that they use tocrush the life out of other plants andhumans/animals threatening the parent.Otherwise, when they encounter animals,they emit an odor that makes them irre-sistible even to carnivores. Anyone eat-ing any portion of a great mother seed-ling must save versus poison with a -10

penalty or be converted into a slave tothe seedling’s parent and gain the aber-rant form (xenochemistry) mutation. Ifthe animal is already a slave to anothergreat mother, the save is the same, butis instead treated as a class 20 poison.Communities that have been claimed by agreat mother plant the seedlings and usethem as their sole crop as everything

else is now poisonous to them.1 in 10,000 seedlings is an immature

adult. It must escape the notice of itsparent and all of the other seedlings,otherwise it will be killed as a com-petitor. If it survives this, the seed-ling escapes and tries to find a placewith both plants to replace and humans/animals to control. It has a year to doso or dies when its roots mature. Unlikethe adult form, this kind of seedlingdoes have a pair of leaves that has thetoxin of all seedlings.

Mutations: free movement, full senses, prehensile tendrils (constrictive), prey

scent, xenochemistry

Great TrilobiteNo. Enc.: 0 (d12)

Alignment: NeutralMovement: 90’ (30’)

Armor Class: 4Hit Dice: 8

Attacks: 1 (bite)Damage: 3d4Save: L4Morale: 6Hoard Class: none

Along with the dinosaurs, the Elder People

brought many creatures back from ex-tinction. This spiny bug like creatureis one of them. It is 6’ long and armor-plated. The spines are 1’ long and cov-ered with a class 4 poison. Great trilo-bites are usually docile and only those

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that disturb their aquatic feeding groundsare attacked. They scuttle along the bot-tom and consume kelp, algae, and carrion.

Mutations: spiney growth (d8), toxic weapon

Green HillNo. Enc.: 1 (1)

Alignment: NeutralMovement: 10’ (3’)

Armor Class: 9Hit Dice: 400

Attacks: 20 (vines)Damage: 3d8Save: L19Morale: 12Hoard Class: all

These kaiju plants are the bane of all.They are a mass of vines 400’ in diam-eter and 50’ tall at the center. Theyslowly pass over the ground, demolish-ing everything in their path in the searchfor good soil. If such is found, theysettle for a week or two and drain thenutrients to the point where the soil isuseless to all but lichens for a decade.Green hills can and will destroy asphaltand concrete structures. A building fall-ing on one may crush it, but chances are

that enough of the hill will survive toheal and continue on the path of de-struction. If they are starving due topoor soil, they will attack animals andother plants with their vines.

Mutations: abnormal size

Grey CattleNo. Enc.: 0 (8d10)

Alignment: NeutralMovement: 120’ (40’)

Armor Class: 8

Hit Dice: 6 Attacks: 1 or 1 (horns or fire)

Damage: d8 or 4d6Save: L3Morale: 7Hoard Class: none

Ash-consuming bovines, these animals burneverything in their path. The only up-

side of their passing, beyond the pos-sible destruction of monsters, is thattheir droppings act like super fertil-izer. Not that this helps the farmer whojust saw his food supply go up in smoke,but the next year’s crop will be two tosix times more bountiful that normal andorchard trees will grow in half the time.Crazy, desperate, or greedy people fol-low herds of grey cattle to collect thisfertilizer and many are burned to a crispfor their efforts.

Mutations: energy ray

Grey PuddingNo. Enc.: 1 (0)

Alignment: NeutralMovement: 60’ (20’)

Swim: 30’ (10’) Armor Class: 5

Hit Dice: 6 Attacks: 1 (slam)

Damage: 3d8 or d6Save: L3Morale: 12Hoard Class: none

This ooze melts stone, metal, and con-crete and then swims in the resultingliquid. It leaves its pool to consume

nearby machines, such as robots and ba-sic androids, but will go no fartherthan 100’ or so. Extremely territorial,grey puddings will eat each other, afterwhich the winner claims the loser’s pooland expands its own to incorporate it.Grey puddings cannot consume flesh anddo very little damage to it.

Mutations: special, toxic weapon

Ground SwellNo. Enc.: swarm

Alignment: NeutralMovement: 60’ (20’)

Armor Class: 9Hit Dice: 40

Attacks: noneDamage: noneSave: L0Morale: 12Hoard Class: none

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A massive group of earthworms, the groundswell displaces almost everything in itspath. Only the most massive trees andmoderately to heavy buildings are im-mune to the swell. Everything else ispushed over or knocked out of alignment.Because a swell moves slowly, one wouldthink it would be easy to deal with, buta typical swell is 200’ across and 50’deep and has a form of sonar that al lowsit to notice rivers, canyon walls, foun-dations, and other obstacles in its path.In fact, other than setting thousandsand thousands of moles on them, there isno known way to drive off a swell. Thosecommunities that have encountered thempreviously build moats that keep groundswells at bay.

Mutations: special

Gunk ChildNo. Enc.: d20 (d20)

Alignment: ChaoticMovement: 90’ (30’)

Armor Class: 4Hit Dice: 6

Attacks: 2 (mouths)Damage: d4+2/d4+2Save: L5Morale: 10

Hoard Class: XVIII

Not all mutation is genetic. The way DNAis wrapped by protein affects the way itis expressed and it is because of thisgunk children exist. They were formerpure humans exposed to a certain chemi-cal (treat it as a disease rather than apoison). Those who succumb to it seem todie but, after a week, the body fallsapart and the 3’ tall child emerges.

A gunk child is humanoid with two mouthsand seven eyes, all on 2’ long stalks

and it is colored pea green (although itis usually bloody red for the first coupledays). Gunk children are sterile andhave no desire to expose other pure hu-mans to gunk. Unfortunately they alsosee pure humans as the best food sourceand try to eat as many as possible.

M u t a t i o n s : a b e r r a n t f o r m (xenomorphism), special

HHHHHHog, BlackNo. Enc.: d4 (d4)

Alignment: NeutralMovement: 120’ (40’)

Armor Class: 5Hit Dice: 4

Attacks: 1 (bite)Damage: d6Save: L2Morale: 6Hoard Class: none

These pigs were created to consume pol-lution and waste and still do that and,because of this, they are immune to mostpoisons. Their diet is plastic and plantsand they eat both with gusto.

M u t a t i o n s : a b e r r a n t f o r m (xenomorphism), special

Hog, DespoilerNo. Enc.: d6 (3d8)

Alignment: NeutralMovement: 150’ (50’)

Armor Class: 5Hit Dice: 10

Attacks: 1 (bite)Damage: 2d4Save: L8Morale: 8Hoard Class: none

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These 800-pound feral pigs are almostexclusively carrion feeders. They cansmell rotting flesh from a mile away andwill only be driven off by fire or theodor of a powerful predator. They gettheir name from their tendency to dig upgraves no matter how well they hidden.

Mutations: unique sense

Hog, SmokeNo. Enc.: d8 (3d8)

Alignment: NeutralMovement: 180’ (60’)

Armor Class: 5Hit Dice: 6

Attacks: 1 (bite)Damage: 2d4Save: L3Morale: 7Hoard Class: none

These big pigs constantly give off acloud of greasy smoke from their skin.The cloud is 15’ in diameter unless de-formed by wind. Suffocation is possiblefor those who linger in a cloud too

long, and those who fail a save versuspoison take d6 points of damage per roundfor 2d6 rounds. After the pig dies, thecloud dissipates in d4 rounds.

Mutations: smoke production (new), im-munity to gas based attacks

HoundHound, ScentNo. Enc.: special

Alignment: NeutralMovement: 180’ (60’)

Armor Class: 6Hit Dice: 3

Attacks: 1 (bite)Damage: d6Save: L2Morale: 11Hoard Class: none

Mutations: unique sense

Hound, Squid No. Enc.: special

Alignment: NeutralMovement: 180’ (60’)

Swim: 120’ (40’) Armor Class: 6

Hit Dice: 3 Attacks: 1 (bite)

Damage: 3d4Save: L2Morale: 11Hoard Class: none

Mutations: aberrant form

Hound, Viper No. Enc.: special

Alignment: NeutralMovement: 180’ (60’)

Armor Class: 6Hit Dice: 3

Attacks: 1 (bite)Damage: d6Save: L2Morale: 11Hoard Class: none

Mutations: toxic weapon, unique senseThese hounds are mutant dogs that areused by people for guarding or attack-

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ing. The scent hound can see through UVand IR camo. The squid hound, used byfish people, has its head replaced by amass of tentacles. The viper hound seesheat and has a class 7 poison bite.

HuelNo. Enc.: 0 (3d10)

Alignment: NeutralMovement: 30’ (10’)

Swim: 90’ (30’) Armor Class: 8

Hit Dice: 4 Attacks: 3 (claws and bite)

Damage: d4/d4/d3Save: L2Morale: 10Hoard Class: X

Huel are non-sapient mutant humans whohave adapted to swamps. Their bodieshave gained the shape of alligators,

although their heads are unaltered. Theyhave to hunt in packs due to their softskin and weak claws. Some humans andother races consider them good eating.

Mutations: aberrant form

HyrattNo. Enc.: 1 (1)

Alignment: NeutralMovement: 180’ (60’)

Armor Class: 5Hit Dice: 7

Attacks: 1 (bite)Damage: 2d6Save: L4Morale: 5Hoard Class: none

These 6’ long, cowardly rats use a slowkill poison (class 14, takes 2d4 days tokick in). They are tireless and followanyone they have bitten until it is ei-ther obvious the target will recover orit dies.

Some people use hyratts for huntingfugitives. All prisoners are bitten andthen given an antidote a few days later.If someone escapes, the rats will thentrack them to the ends of the earth.

Mutations: gigantism, toxic weapon

Hyratt, UrbanNo. Enc.: 1 (1)

Alignment: NeutralMovement: 150’ (50’)

Armor Class: 5Hit Dice: 8

Attacks: 1 (bite)Damage: 2d6Save: L4Morale: 7Hoard Class: XI

An 8’ long cousin to the common hyratt,these monsters produce webbing that car-ries the same kind of poison. Their lairsare within 50’ of the web and they usesound and scent to determine if anythinghas been caught in it.

Mutations: gigantism, webbing (new),toxic weapon

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I I I I I Ice Picker

No. Enc.: d3 (d8) Alignment: Neutral

Movement: 120’ (40’) Armor Class: 6

Hit Dice: 6 Attacks: 1 (temperature control

mutation)Damage: as per mutationSave: L3Morale: 7Hoard Class: XVI + XVIII

Mutant apes, ice pickers capture unfor-tunate people by encasing them in blocksof ice. Anyone taking more than 20 pointsof damage from their mutation must saveversus death or be immobilized. Afterthis occurs, the ice picker then teleportsitself and the prey back to its lair.The encased prey is still alive and willremain so for one day. Although theyhunt in the lowlands, ice picker lairsare found on the tops of tall mountainswhere the snow never melts.

Muta t ions : temperature control ,

teleport

Ice VineNo. Enc.: 1 (d4)

Alignment: NeutralMovement: 0’

Armor Class: 6Hit Dice: 8

Attacks: 1 (vine lash)Damage: see belowSave: L4Morale: 12Hoard Class: VIII, XII

These plants are only seen in wintermonths. They are blue unless they haverecently fed and then turn red. Any-thing warm that comes within 5’ ofone is attacked and anything struckloses most of its body warmth. Treatthis as a killing sphere affectingonly the target. Then the vine re-treats and slowly cools.

Mutations: killing sphere (special),reflective epidermis (cold)

JJJJJJun Honeysuckle

No. Enc.: 0 (3d10 X 20) Alignment: NeutralMovement: 0’

Armor Class: 9Hit Dice: 10

Attacks: noneDamage: noneSave: L2Morale: 12Hoard Class: XX

An all-too-common shrub, the jun honey-suckle is found on ruins, in fields, and

in invading forests. It is covered withsmall, toxin-filled cysts or bladders(the jun). The poison is paralytic and afailed save versus poison means the vic-tim is down for the count for a day orso. Oddly, it has no effect on arthropodsand because of this, various bug peoplesplant it or have small communities withinfields of jun. It has an edible tuber

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A Menagerie of Mutants and Mutations

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that is occasionally harvested and soldto humans and others.

Mutations: poisonous spores

K K K K K Killer Forest/Demonic GardenThe killer forest is a place wherelarge creatures do not survive verylong. Vines, spiny branches and hordesof insects constantly attack anythingover 10 pounds.

All such crea-tures take d6points of damageper minute andmust save versuspoison or beunable to doanything butmove for thenext minute.

Demonic gar-dens are me-chanically thesame but lookmuch different.They are found

on plains andare the resultof insectswarms, flowersand other herbs.Some are noctur-nal or diurnaland only attackwhen the sun isdown or up (asthe case maybe).

In both cases,

the only way todestroy theswarms andplants thatcause damage isto burn or bombthe forest orgarden to theground.

Killer MossNo. Enc.: d4 (d4)

Alignment: NeutralMovement: 120’ (40’)

Armor Class: 8Hit Dice: 1

Attacks: 1 (bite)Damage: d4Save: L0Morale: 8Hoard Class: none

This mutant spider looks like a patch ofmoss or lichen. It hides in plainsight among real patches of plantsand on tree trunks. Its poison isclass 4.

Mutations: toxic weapon

LLLLLLeaf Swarm No. Enc.: swarm

Alignment: NeutralMovement: 60’ (20’)

Fly: 10’ (3’) Armor Class: 9

Hit Dice: 25 Attacks: 1 (slice)Damage: 4d6Save: L2Morale: 12Hoard Class:VI

This is a mass of leaves that hasbecome a new form of plant life.Swarming leaves reproduce by fis-sion, although only once per year.Most of the time they simply sit onthe ground and flutter around if the

soil becomes depleted. In the fall leafswarms become dangerous as they ac-tively hunt for fertilizer in the formof meat.

Mutations: special

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Living Rain (Version 1)No. Enc.: special

Alignment: NeutralMovement: 15’ (5’)

Fly: 240’ (80’) Armor Class: 8

Hit Dice: 2-40 Attacks: 1

Damage: d4-3d12Save: variableMorale: 12Hoard Class: none

An uncommon form of airborne ooze thatnormally lives above 15,000', this formof living rain occurs when several ofthe oozes are torn apart by a thunder-storm. The pieces rain down on the earthand then aggregate by collecting thedrop-sized blobs and feeding on what-ever they encounter. They can not sur-vive for more than a few hours in thecrushing air pressure at ground level.Their fly movement rate only applies whenthey are encountered at high altitudes.

Mutations: toxic weapon

Living Rain (Version 2)No. Enc.: 0 (6d20+40)

Alignment: NeutralMovement: 30’ (10’) Armor Class: 9

Hit Dice: 14 Attacks: 1 (swarm bite)

Damage: 3d10Save: L1Morale: 12Hoard Class: none

This species of spider balloons muchhigher than most and occasionally comesdown in huge numbers. People caught in

such a swarm have to deal with a class 9poison. Because it is the young thattravel this way, each spider is only 2”long. The adult has a 2’ long body.

Mutations: toxic weapon

Living Rain (Version 3)This creature is more of a hazard than a

monster. It is a form of lichen thattravels in rain clouds and, when it comesdown, encrusts everything. Anyone out-side must make a save versus energy at-tacks every minute or gain one level ofencumbrance. If they fail by 5 or more,then they are so encrusted that theybegin to suffocate, suffering d6 pointsof damage per round for 2d6 rounds ifthey fail a save versus poison.

LumbricidNo. Enc.: 1 (1)

Alignment LawfulMovement: 90’ (30’)

Armor Class: 8Hit Dice: 20

Attacks: 1 (weapon)Damage: by weaponSave: L20Morale: 11Hoard Class: gear plus VI X 3

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A Menagerie of Mutants and Mutations

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For the atrocities their ancestors suf-fered, these mutant worms are the lead-ers in a war against pure humans andandroids. Often referred to as “General s”— especially by themselves — they havefour legs and two arms, although theytend to slither when not in a rush. Theyhave an enhanced form of telepathy andcan contact any mutant animal within amile. They direct their soldiers viathis and with great tactical skill. Atypical lumbricid has 4d4+20 soldiers,although some of the largest armies canbe counted in the thousands. Lumbricidssuffer from a phobia of hooks and fishand smart opponents use both.

M u t a t i o n s : a b e r r a n t f o r m (xenomorphism), gigantism, intellectualaffinity (tactics), neural telepathy

M M M M MMad HareNo. Enc.: 1 (2d6)

Alignment NeutralMovement: 150’ (50’)

Armor Class: 7Hit Dice: 1/4

Attacks: specialDamage: specialSave: L0Morale: 3Hoard Class: none

This mutant hare has a unique defense againstpredators. Any animal that attempts toattack it must save versus poison or go madand turn against its allies (or itself ifthe predator is solitary). This effect lastsfor d4 minutes, giving the hare plenty oftime to run and hide from those the

mutation did not affect.Mutations: special

Magma Worm No. Enc.: d4 (d4)

Alignment NeutralMovement: 120’ (40’)

Armor Class: -2

Hit Dice: 15 Attacks: 1 or 1 (bite or breath)

Damage: 3d8 or 8d10Save: L10Morale: 11Hoard Class: none

Magma worms are 45’ long, 3’ wide earth-worms that breathe fire. The cone is 50’long and 10’ wide at the end. They havea version of the metaconcert mutationthat makes the breath more deadly whenthey are found in groups. For every wormafter the first within 50’ of each other,increase the fire damage by 4d10 foreach worm (maximum 20d10). This means a

group of four worms inflict 20d10 points ofdamage each. At that level, they typicallymelt through concrete and stone, leavingslagged ruins behind them.

Mutations: special

MazcarMazcar, Task Master No. Enc.: 2d4 (6d4)

Alignment LawfulMovement: 120’ (40’)

Armor Class: 5

Hit Dice: 6 Attacks: 1 (weapon)

Damage: weaponSave: L6Morale: 7Hoard Class: VII

Mutations: fragrance development, men-tal barrier, metaconcert, possession

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Mazcar, LiasonNo. Enc.: d6+2 (d4)

Alignment: LawfulMovement: 120’ (40’)

Armor Class: 5Hit Dice: 4

Attacks: 1 (weapon)Damage: weaponSave: L4Morale: 9Hoard Class: VII

Mutations: ancestral form, mental bar-rier, metaconcert

Mazcar, Lord No. Enc.: d4+1 (2d6)

Alignment: LawfulMovement: 120’ (40’)

Armor Class: 5Hit Dice: 5

Attacks: 1 (weapon)Damage: weaponSave: L5Morale: 9Hoard Class: VII

Mutations: density alteration (oth-ers), mental barrier, metaconcert,vampiric field

Mazcar, Blade No. Enc.: 3d4 (6d8) Alignment: Lawful

Movement: 180’ (60’) Armor Class: 3

Hit Dice: 9 Attacks: 1 or 1 (mind attack or

weapon)Damage: 2d8 or weaponSave: L9Morale: 10Hoard Class: VII

Mutations: empathy, mental barrier,metaconcert, mind thrust

Mazcar, Elder No. Enc.: d4+1 (3d4)

Alignment: LawfulMovement: 120’ (40’)

Armor Class: 5Hit Dice: 8

Attacks: 1 or 1 (ray or weapon)Damage: 4d6 or weaponSave: L8Morale: 10Hoard Class: VII

Mutations: control weather, energy ray,mental barrier, metaconcert, teleport

Mazcar, Seer No. Enc.: 2d4 (5d6)

Alignment: LawfulMovement: 120’ (40’)

Armor Class: 5Hit Dice: 3

Attacks: 1 (weapon)Damage: weaponSave: L3Morale: 5Hoard Class: VII and VIII

Mutations: intellectual affinity (tink-erer), mental barrier, metaconcert, fore-sight

Mazcar, King No. Enc.: 3 (4d4)

Alignment: LawfulMovement: 150’ (50’)

Armor Class: 3Hit Dice: 8

Attacks: 1 (weapon)Damage: weaponSave: L8Morale: 10Hoard Class: XIX and XXI

Mutations: mental barrier, metaconcert, possession, quick mind

Mazcar, QueenNo. Enc.: 2 (d4+1)

Alignment: LawfulMovement: 90’ (30’)

Armor Class: 5Hit Dice: 12

Attacks: 1 or 1 (mutation orweapon)Damage: special or weaponSave: L12Morale: 8Hoard Class: XIX and XXI

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Mutations: fragrance development, men-tal barrier, metaconcert, toxic weapon

Mazcar — a garbled form of “master” — are members of a termite nest that wantworld domination. Fortunately for theworld, they are still just one nest withlimited numbers. All mazcar are human-oid and between 3’ and 15’ tall. Onlythe first and third pairs of legs arestill used; the second pair of legs havewithered and hang uselessly. Otherwise,they look like wingless bug people. Thereis no leader caste as a hive mind con-nects them all and increases the use oftheir mental mutations, which are fivetimes more effective than normal. Thenest is run on the concept that onlyslave do the physical labor and the easi-est to control slaves are pure humans.

Base CastesBase castes are at the bottom of theheap. They are the ones that get theactual work done, albeit through slaves.The hivemind treats them as only slightlydisposable.

Task Master: This caste controls theslaves either chemically or, in the caseof rebellious individuals, by mind con-trol. Unlike the standard possession

mutation, task masters do not die if thecontrolled slave does. If the hive isinvaded, task master possess the mostpowerful slaves to assist the lords.They are 5’ tall.

Liaison: The leaders of the hive knowthey cannot dominate the world withoutassistance and so this caste is sent outto create alliances. Liaisons always pickless intelligent mutants and bully themwith the threat of removing their muta-tions. The allies are used to make waron population centers and monster-in-

fested lands the hive have no hope ofconquering on their own. They are 6’tall and slender.

Lord: These mazcar lead the defense ofthe hive. They have more powerful weap-ons than even blades and use their muta-tions on the slaves they lead to bothbolster their forces and ensure theirown survival. The loss of all the slaves

under a lord is of little consequence aslong as the lord survives. They are 6’tall.

Blade: Psionic soldiers sent out todestroy the enemies of the colony, bladesdo their job well. They always attackfrom ambush and attempt to instill fearin those they fight first. If there isany resistance, blasts of mental forceare used to kill. They are 8’ tall.

Leader CastesLeader castes are usually found bossingaround the members of the base casteswhen they are not involved in their ownprojects.

Elder: So called because of their ap-pearance rather than their actual age,elders are a powerful weapon of the hive.They teleport behind enemy lines andmanipulate the weather to the hive’sadvantage. If discovered, they can throwbolts of lightning in their defense.While within the colony’s territory, atypical elder has two lords and theirslaves for its protection. They are 5’tall.

Seer: The technology designers andtactics masters of the colony, seers arevital to the plan. They create traps inboth the main colony and any outposts

established, as well as improve weaponsfor the slaves and allies. They have anability to see the future and directelders, lords, and blades through thehive mind. For protection, the averageretinue of a seer is two lords and twoblades plus several slaves. They are 3’tall.

Master CastesMaster castes are equal to the leadercastes in the hivemind’s eye but aremore vital as they are the reproductives

for the colony. Like the leaders, mas-ters have personal projects to increasethe power and influence of the hive.

King: Kings have three functions forthe colony — reproduction, leading theliaisons, and infiltration. The threethat are outside the hive take over fromliaisons who have impossible assignmentsand use their mutations to assure com-

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pliance from the mutants. If the leaderscontinue to resist, the kings use mindcontrol. Kings always have 6d4 bladesfor defense. Kings are 10’ tall.

Queen: Queens produce scores of eggsper day to ensure the growth of thehive. As each egg is only 2” in diam-eter, the queens are not giant bags offlesh as with normal termites. Onlyqueens can feed their nymphs and do soby converting living flesh into a spe-cial goo (a save versus poison at -5negates this). They also use this abil-ity if they need to defend themselvesand are weaponless. A typical queen has5d4 blades and 3d4 lords plus slaves fordefense. The two queens found outsidethe hive are generally exploring for alocation for a new colony as well aschecking for sources of food for thenymphs. Queens are 15’ tall.

Metal GrubNo. Enc.: d4 (2d10)

Alignment: NeutralMovement: 30’ (10’)

Fly: 90’ (30’) Armor Class: 4

Hit Dice: 2 Attacks: 1 (bite plus shock)

Damage: d4 + 3d6Save: L1Morale: 6Hoard Class: XIV

This beetle melts nickel and iron anduses them as armor. It feeds on electri-cal lines and other sources of power andso has easy access to these metals. 2’long with a 4’ wingspan, these are quiteobvious when moving about even in pilesof junk. Anyone attempting to stop their

feeding has their armor melted and getsbitten and shocked.

Mutations: energy-retaining cell struc-ture, sonic distruption (new)

MiridNo. Enc.: 1 (d4)

Alignment: NeutralMovement: 120’ (40’)

Armor Class: 6Hit Dice: 4

Attacks: 2 (hands)Damage: d6/d6Save: L2Morale: 8Hoard Class: VI

These aggregates are humans that havelost their intelligence and become hoststo plant bugs. They look and act feral.The only visible difference between themand pure humans are the insect probos-cises in the center of each palm. Withthese, mirids feed on plants. Afterstriking one plant with both hands inone round, the mirid drains 2d6 pointsof damage per round for a total of 10rounds and then tries to escape and di-gest the sap.

M u t a t i o n s : a b e r r a n t f o r m

(xenomorphosis)

Mole BearNo. Enc.: 1 (2d4)

Alignment: NeutralMovement: 150’ (50’)

Burrow: 30’ (10’) Armor Class: 5

Hit Dice: 6 Attacks: 3 (claws and bite)

Damage: d8/d8/d6Save: L3

Morale: 8Hoard Class: VII

A desert-dwelling animal, the mole bearmakes huge, rabbit-like warrens deepwithin the soil. The lowest tunnels reachthe water table and are used by molebears and many other smaller animals.The mole bear itself travels down only a

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few times of year and then makes manytrips. Much closer to the surface, thereare chambers where it coughs up largemucus sacks full of water. There are somany that the bear will let more thanhalf go to waste. Local people know ofthis and use the bear as a constantsource of water. They will not kill amole bear and will be very angry atanyone who does as it might mean theirown extinction.

M u t a t i o n s : a b e r r a n t f o r m

(xenomorphism), special

Mosquito, GreatNo. Enc.: 6d10

Alignment: NeutralMovement: 90’ (30’)

Fly: 150’ (50’) Armor Class: 6

Hit Dice: 3-8 Attacks: 1 (bite)

Damage: d4-2d8Save: varMorale: 12Hoard Class: none

There are no common names for the vari-ous types of giant mosquitoes. They arelumped together and locals usually callthem buzzers or vamps. The following hasthe number of HD, damage, and mutations,as well as notes for each species. Allalso have the gigantism and night visionmutations.

A: 3 HD, damage d4/d4/d4 and aberrantform (two extra probosci). It only re-quires one attack roll for all three“beaks” to hit. They drain d4 points ofdamage per round for 5 rounds thereaf-ter.

B: 4 HD, damage d6, density alteration(others) and increased hearing. Becausethe expansion of their prey providesmore blood to feed on and an easiertarget to track, these mutants alwaysenlarge their victims.

C: 5 HD, damage 2d4, teleport and preyscent. These giant mosquitoes stay still,emitting an odor that brings predatoryanimals to them. They then teleport as a

swarm, surround, and overwhelm theirmeal.D: 6 HD, damage d10, epidermal photo-

synthesis and obese. These mosquitoesdo not feed very often and only do so onplants. They absorb the green chloro-phyll and use it to heal and grow onsunlight. They are so successful thatthey are usually very fat.

E: 7 HD, damage 3d4, regenerative ca-pacity. These mosquitoes are very hardto kill. Not only do they regrow limbsand other parts, severed limbs change

themselves into tiny adult versions oftheir progenitor.

F: 8 HD, damage 2d8, reflective epi-dermis (radiation) and epidermal sus-ceptibility (sunlight). These mosqui-toes die if exposed to sunlight. Theyare usually found in the most radioac-tive ruins, hiding deep in buildings orunderground.

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MountainlordNo. Enc.: 0 (d4)

Alignment: NeutralMovement: special

Armor Class: 4Hit Dice: 14

Attacks: see belowDamage: see belowSave: L7Morale: 6Hoard Class: none

This tree lives in the snowy wastes onthe h ighes t peaks . I t cons tant lyteleports around in an attempt to findplaces with less wind and better soil.If attacked, it emits a killing sphere.Otherwise, it can be used as a randommethod of moving about on the mountainrange. When they teleport, they nevermis-jump or take damage.

Mutations: killing sphere, teleport

Mud EaterNo. Enc.: 2d4 (2d4)

Alignment: NeutralMovement:

Swim: 90’ (30’) Armor Class: 6

Hit Dice: 4 Attacks: 1 (bite)Damage: d6Save: L2Morale: 4Hoard Class: IV

Mud eaters are mutant carp. They ripaway at soil banks and concrete walls toenlarge their streams or ponds. Althoughthey are not very dangerous to people,they have caused buildings to fall bydestroying their foundations. Consid-ered an important food animal in somelocations, they are farmed where wateris plentiful.

Mutations: none

MycelNo. Enc.: 1 (d4)

Alignment: NeutralMovement: 180’ (60’)

Armor Class: 5Hit Dice: 7

Attacks: 3 (claws and bite)Damage: d6/d6/3d4+2Save: L6Morale: 8Hoard Class: see below

These big cats are the size of cavebears. They do not feed on any Earthlylife form, but rather use their abilityto create gates to other planes of ex-istence to hunt. There is a specificplane that the mycel use. After openinga gate, which lasts for d4 hours, they

emit an odor that draws several differ-ent aliens. Unfortunately for everyoneelse on Earth, these aliens are toxicand emit a unique form of radiation, onethat cannot be resisted except by themycel. Some of these aliens are intelli-gent and bring strange technologies withthem, most of which can be used by hu-mans.

Mutations: immunity to poison, reflec-tive epidermis (radiation), prey scent,

plane shift

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N N N N N Nylon MothNo. Enc.: 0 (10d10)

Alignment: NeutralMovement:

Fly: 60’ (20’) Armor Class: 9

Hit Dice: 1/8 Attacks: none

Damage: noneSave: L0Morale: 3Hoard Class: see below

These engineered insects produce nylon,or other once-artificial fibers, insteadof silk. They are larger than silkwormsat 8” long and are an important resourcein the wastelands. Those mutant crea-tures that specialize in consuming ar-

tificial fibers find nylon moths a vitalsource of food.

Mutations: none

O O O O O Oasis ShrubNo. Enc.: 0 (1)

Alignment: NeutralMovement: 0’

Armor Class: 9Hit Dice: 10

Attacks: see belowDamage: see belowSave: L5Morale: 12Hoard Class: none

These engineered plants draw water fromthe air and deep soil and form puddles

Mycel (page 44)

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around their bases. Unfortunately, therewas a mutation and now the plants producean electric charge, usually shocking todeath anything that attempts to drink thewater. A few resistant plants of differentspecies do take root around some oasisshrubs and make the danger less apparent.

Mutations: electrical charge generation

Ok’seNo. Enc.: 1 (d4)

Alignment: NeutralMovement: 90’ (30’)

Armor Class: 4Hit Dice: 8

Attacks: specialDamage: specialSave: L4Morale: 9Hoard Class: none

This giant worm has a single eye thatemits a ray of cold. It uses an unusualmethod to kill prey — it “locks on” to atarget before releasing a powerful blast.In game terms, the ray does 2d4 pointsand, if the target is hit for 3 roundsin a row, the third and subsequent rounds’damage is 6d10. If it misses, the damagereturns to 2d4 points of damage. There

is a heat producing version, the val’se,that has a faster movement rate [150’(50’)] but is otherwise identical.

Mutations: energy ray, special

OozelordNo. Enc.: 1 (1)

Alignment: NeutralMovement: 0’

Armor Class: 6Hit Dice: 18

Attacks: 4 (tentacles)

Damage: 2d6/2d6/2d6/2d6Save: L9Morale: 12Hoard Class: VI (times 4)

When the food supply runs out in a par-ticular area, any resident grey oozesmay converge and form a tree-like struc-ture — the oozelord. It takes about 250

oozes to make a 20’ tall tree with 5’long tentacles. Three to four weeks af-ter it forms, the oozelord explodes andreleases trillions of ooze spores highinto the air.

Mutations: special

P P P P P Pearl TreeNo. Enc.: 0 (3d10)

Alignment: NeutralMovement: 0’

Armor Class: 6Hit Dice: 12

Attacks: 4 (branches)Damage: d8/d8/d8/d8Save: L6Morale: 10Hoard Class: see below

These mutant apple trees are a dangerousresource for some communities. One quarterof all the fruit contains six pearlsinstead of seeds. Unfortunately, thesepearls can decay and so must be col-lected and treated within 12 hours ofthe fruit falling from the tree. Intimi-

dating a pearl tree is difficult at best(thus the high morale score), and sopeople who want to collect the pearlsgenerally have to accept some damage inexchange for a very desired trade good.Each pearl is worth 500-1000 gp.

Mutations: prehensile tendrils

Petro TreeNo. Enc.: 0 (d6)

Alignment: NeutralMovement: 0’

Armor Class: 6Hit Dice: 10

Attacks: noneDamage: noneSave: L0Morale: 12Hoard Class: none

This tree was engineered to solve the

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world’s fuel problems by creating and

storing high energy hydrocarbons. Nowthey are a hazard, as any time one isstruck by an energy attack or is burned,the tree explodes and does 6d8 points ofdamage in a 50’ radius. Because they canlive in large stands, one explosion maycause the entire forest to go up.

Mutations: chemical gland (new)

Phorid Fly, GiantNo. Enc.: 2 (2)

Alignment: Neutral

Movement: 10’ (3’)Fly: 150’ (50’)

Armor Class: 7Hit Dice: 1 hit point

Attacks: 1 (implantation)Damage: specialSave: L0Morale: 11Hoard Class: none

These insects are 6” long and are greatlyfeared by most sapients. Only the femalecan attack and she implants a few dozeneggs into her victim (save versus poisonto negate). After 24 hours, the eggshatch and the maggots swim and crawl tothe brain. There, they eat a small por-tion of the brain, inflicting d4 pointsof intelligence drain (i.e., it is per-manent) and removes one mental muta-tion, if any. After a week, the maggotspupate and the new adults leave the hostvia the nose or back of the neck.

Because they are not lethal to mostcreatures, phorids can use the same hostmultiple times, and it is only when theintelligence score is reduced to zerothat the host dies. Creatures with theregenerative capacity mutation regaintheir points and mutation after a week andsome populations of the flies target thesecreatures because of that, possibly deter-mining this as the result of some odor.

Mutations: gigantism

Q Q Q Q Q QuakeNo. Enc.: 1 (1)

Alignment: NeutralMovement: 300’ (100’)

Armor Class: 2Hit Dice: 200

Attacks: 1 (bite)Damage: 8d12Save: L19Morale: 12Hoard Class: none

Kaiju grasshoppers, these monsters de-

vour forests and fields of crops bring-ing ruin to many. When a quake jumps andlands, everything within 1,000’ must savevs. energy weapons at a -4 penalty orfall prone. Their bite damages every-thing within 10’ of the mouth and anyonefailing a save versus energy attacks isswallowed (instant death).

Mutations: gigantism

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Creatures of the Wastelands

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R R R R R Rat, ChewerNo. Enc.: 2d4 (3d4)

Alignment: NeutralMovement: 90’ (30’)

Armor Class: 7Hit Dice: 1

Attacks: 1 (bite)Damage: 2d4Save: L1Morale: 9Hoard Class: XXIII

These mutant rats have teeth that growso fast that it is visible. They areconstantly gnawing on hard substances,such as metal and concrete, to preventtheir lower teeth from breaking intotheir skulls and puncturing their brains.They are always skinny, as gnawing non-food objects takes precedence over eat-ing. They prefer armored food over others.

Mutations: aberrant form

Rat, TwilightNo. Enc.: 4d8 (4d8)

Alignment: Neutral

Movement: 60’ (20’) Armor Class: 8Hit Dice: 1/2

Attacks: 1 (bite)Damage: d2Save: L0Morale: 4Hoard Class: VI (in lair)

These rats emit a weird form of radia-tion that only affects dead plants, caus-ing them to decay rapidly. The rats causemassive losses in stored crops because

of this. Otherwise, they look and actlike normal rats.

Mutations: special

Rat, WaspNo. Enc.: d4 (d4)

Alignment: NeutralMovement: 150’ (50’)

Armor Class: 6Hit Dice: 1

Attacks: 1 (bite)Damage: d10Save: L0Morale: 5Hoard Class: VI

These mutant rats have an extremely pain-ful bite. Anyone so bitten must make a saveversus poison or be stunned for d4 rounds.

Mutations: toxic weapon

Red RaptorNo. Enc.: 0 (1)

Alignment: NeutralMovement: 30’ (10’)

Fly: 240’ (80’) Armor Class: 4

Hit Dice: 6 Attacks: 1 (eye ray)

Damage: 4d6Save: L 3Morale: 8Hoard Class: none

These mutant dragonflies hunt birds witheye-based lasers. Their hunting groundsare obvious because of all the scorchmarks. Their naiad form, which is aquatic,

uses a sonic pulse to stun prey.Mutations: energy ray

Reincarnation SlimeNo. Enc.: 1 (1)

Alignment: NeutralMovement: 30’ (10’)

Armor Class: 9Hit Dice: 6

Attacks: 1 (slam)Damage: 4d6Save: L3

Morale: 12Hoard Class: none

This strange creature was created by theElder People for use on objects and hassince mutated into its current state. Itseeks to come into contact with deadthings and encases them for four hours.When it leaves, the organism is alive

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A Menagerie of Mutants and Mutations

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but is different. Remove any mutationsand roll 2d4 new ones. The creature alsoloses all of its memories. For PCs, thismay mean an infant-like state or a re-duction to level 1, depending on theML’s desire. If a reincarnation slimecomes in contact with a living creature,it inflicts 4d6 points of damage and maycause drawbacks (save versus poison orroll d4 drawbacks).

Mutations: special

RipperNo. Enc.: 1 (1)

Alignment: NeutralMovement: 150’ (50’)

Armor Class: -2Hit Dice: 11

Attacks: 1 (vortex)Damage: 4d8 + specialSave: L9Morale: 11Hoard Class: none or special

These paradimensional aliens look likeflying snail shells surrounded by vor-tices of energy and matter. They existin several universes and force materialand energy between them. Anyone touching avortex takes damage and must save versus

energy attacks or be thrown into anotheruniverse. As it is also drawing creaturesand artifacts, almost anything might befound in its wake (although they do takedamage and may be dead or destroyed).

Mutations: special

Rocket PlantNo. Enc.: 0 (4d6)

Alignment: NeutralMovement: 0’

Armor Class: 5

Hit Dice: 3 Attacks: see below

Damage: see belowSave: L0Morale: 12Hoard Class: none

These plants have a painful method ofintroducing their seeds onto animals for

transportation. Each seed packet has atiny organic rocket motor that igniteswhen a warm body passes near. An indi-vidual plant produces 2d4 packets peryear and only in the spring. The rocketsattack as 10 HD monsters and do 3d12points of damage. If struck, a person isthen covered with several thousand seeds,which drop off after a week or so.

Mutations: special

Ruin Worm Alignment: Neutral

No. Enc.: swarm (0)Movement: too slow to matter

Armor Class: 9Hit Dice: 1/8

Attacks: noneDamage: noneSave: L0Morale: 12Hoard Class: none

The ultimate bane of ruins and otherconcrete structures, ruin worms are themaggots of mutant flies. They slowlychew away, riddling walls, floors, androofs with holes and galleries. A typicalinfestation does d4 structural hit pointsper year. The only way to deal with them is

fire, cold (both of which can damage thestructure), and some plants that producepheromones that attract the adult males.

Mutations: none

S S S S S Sand RatSand Rat, NormalNo. Enc.: 2d4 (6d4)

Alignment: NeutralMovement: 90’ (30’)

Armor Class: 7Hit Dice: 1

Attacks: 1 (bite)Damage: d4Save: L0Morale: 3Hoard Class: XXII

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Creatures of the Wastelands

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Mutations: special

Sand Rat, Irradiated No. Enc.: 2d4 (6d4)

Alignment: NeutralMovement: 180’ (60’)

Armor Class: 4Hit Dice: 6

Attacks: 1 (bite)Damage: 4d4+8Save: L4Morale: 6Hoard Class: XXII

Mutations: aberrant form (xenomorphism,natural weapon), gigantism, unique sense

The sand rat is found in deserts andruins. Normally, they are 2’ long andhave short, dun or tan hair. When theyencounter radiation, sand rats do nottake damage, but rather go through astartling transformation. They grow to8’ long, gain fangs and antennae, andturn florescent green. When they leavethe field, they revert to their normalsize and color after d4 minutes. The anten-nae allow them to detect sweat within 50’.

Scale, Giant

No. Enc.: 0 (4d10) Alignment: NeutralMovement: 10’ (3’)

Armor Class: 2Hit Dice: 1/2

Attacks: 1Damage: d2Save: L0Morale: 11Hoard Class: none

These 9” long insects are the plantequivalent of ticks and fleas. They fall

on their targets from branches high inthe trees and latch on with a successfulhit. They are not that dangerous, aseach only does d2 points of damage perday thereafter, but some do carry dis-eases (which are also plant-specific).To remove a scale, the plant must take2d8 points of damage.

Mutations: gigantism

Sea NetNo. Enc.: 0 (1)

Alignment: NeutralMovement:

floats Armor Class: 9

Hit Dice: 100 Attacks: 50 (tentacles)

Damage: d6Save: L10Morale: 12Hoard Class: none

Kaiju jellyfish, sea nets bob along onthe oceans, eating everything in thepaths. They have 50 tentacles with arange of 200’. Toxic, they contain aclass 15 poison. Because the tentaclesare weak and cannot move much by them-selves, poison-immune mutants (bothpeople and monsters) are sometimes foundraiding the net’s captured food.

Mutations: special, toxic weapon

Sewer BeastNo. Enc.: d10 (0)

Alignment: NeutralMovement: 150’ (50’)

Armor Class: 6

Hit Dice: 6 Attacks: 1 (bite)Damage: d6Save: L4Morale: 12Hoard Class: none

These giant, bald rats are a terror tothose who explore the deeps. They arefearless, fight to the death, and carrya lethal disease (tetanus). When theysqueak, there is a 45% chance that an-other swarm will be attracted to the

noise. This can happen as many times asthe GM deems possible.

Mutations: gigantism

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A Menagerie of Mutants and Mutations

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Sewer Swarm No. Enc.: swarm (0)

Alignment: NeutralMovement: 30’ (10’)

Armor Class: 9Hit Dice: 18

Attacks: 1 (swarm bite)Damage: 6d6Save: L2Morale: 12 (2 in bright light)Hoard Class: none

Cockroaches, thousands upon thousandsof them, comprise these swarms. Sewerswarms are troubling because, unlike manyother insects in the wastes, they areimmune to both energy attacks and chemi-cals. Only cold and light drive themback, so much so that a torch or pen-light will keep a swarm at bay.

Mutations: night vision, phobia, special

Shadow LionNo. Enc.: 2d4 (3d4)

Alignment: NeutralMovement: 180’ (60’)

Armor Class: 5Hit Dice: 4

Attacks: 3 (claws and bite)

Damage: d6/d6/d8Save: L2Morale: 8Hoard Class: none

Shadow lions use a form of illusion tohunt. One spooks prey into running intothe other members of the pride. The il-lusion is used to both terrify and herdtheir prey animals. They are found any-where a lion can find enough food.

Mutations: mental phantasm

Silver PhoenixNo. Enc.: 0 (d4)

Alignment: NeutralMovement: 30’ (10’)

Fly: 240’ (80’) Armor Class: 2

Hit Dice: 8 Attacks: 1 (bite)

Damage: d8Save: L8Morale: 5Hoard Class: none

Although it is thought to be a machine,the silver phoenix is a bird with chrome-colored feathers. It only hunts on cloud-less days and uses its reflective wingsto blind potential prey. After eating,they go to the nearest body of water toclean themselves of the blood and gore.

A typical phoenix has a wingspan of 12’.Mutations: reflective epidermis

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Creatures of the Wastelands

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Silver SheetNo. Enc.: Swarm

Alignment: NeutralMovement: 30’ (10’)

Armor Class: 9Hit Dice: 20

Attacks: ContactDamage: d4Save: L2Morale: 12Hoard Class: XII

A swarm of silverfish, this monster is aslow death to those who encounter it.The silver sheet uses telekinesis toimmobilize prey and then chews it apartover the next few days. The maximum weightthey can hold down is 2,000 pounds persheet. Many saved from a sheet are in-sane and have lost their minds because

of the torture.Mutations: neural telekinesis

Skeletal TarNo. Enc.: d12 (0)

Alignment: NeutralMovement: 90’ (30’)

Armor Class: 7Hit Dice: 4

Attacks: 2 (claws)Damage: d6/d6Save: L2Morale: 12Hoard Class: see below

This mutant ooze travels only on theskeletons of its past victims. Everytime it makes a kill, the tar reproducesand the new skeleton is encrusted andcontrolled after d4 days. It is black

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A Menagerie of Mutants and Mutations

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Creatures of the Wastelands

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and gooey and occasionally a few coinsor small artifacts are stuck to it.

Mutations: special

Sky GardenNo. Enc.: 0 (d3)

Alignment: NeutralMovement:

floats Armor Class: 9

Hit Dice: 100 Attacks: none

Damage: noneSave: L19Morale: 12Hoard Class: all lair classes

Massive plants, sky gardens are tanglesof branches, vines, and roots that arefound floating 1,500’ — 4,000’ above theground. They bob around on the wind andprovide homes for many different species.

Mutations: special

SlimedwellerNo. Enc.: 4d6 (0)

Alignment: NeutralMovement: 90’ (30’)

Swim: 60’ (20’)

Armor Class: 6Hit Dice: 8

Attacks: 2 (claws)Damage: d6/d6Save: L4Morale: 9Hoard Class: VI, XV

These non-sapient human mutants producecopious amounts of slime, so much sothat they form pools in ruins that theslimedwellers live in. Other than largeclaws and gills, they are unchanged fromthe base stock. Good luck looting them.

Mutations: slime production (new), gills

SlushNo. Enc.: 1 (d4)

Alignment: NeutralMovement: 120’ (40’)

Armor Class: 4Hit Dice: 1/2

Attacks: 1 (bite)Damage: d4Save: L0Morale: 9Hoard Class: none

This arctic cat does what few other fe-lines can — swim and hunt from water.

They are naturally transparent and areinvisible underwater. Above the surface,one can only be seen by water drippingoff its hide, its prints, and any foodin its gut. They do not have gills butcan stay underwater for an hour or so.

Mutations: aberrant form (xenomorphism)

SludgeNo. Enc.: 1 (1)

Alignment: NeutralMovement: 15’ (5’)

Armor Class: 9Hit Dice: 12

Attacks: 2Damage: 3d6/3d6 (to plants only)Save: L6Morale: 12Hoard Class: XVIII

This mold is the bane of all plant life.

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A Menagerie of Mutants and Mutations

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It acts like an ooze, extending twopseudopods to digest cellulose that themain body cannot reach. If a sludge crawlsonto a plant, it inflicts 4d8 points ofdamage per round.

Mutations: none

SodNo. Enc.: 0 (3d4)

Alignment: NeutralMovement: 90’ (30’)

Armor Class: 8Hit Dice: 2

Attacks: 1 (bite)Damage: d6Save: L1Morale: 6Hoard Class: VI

Sods are 2’ long mutant rats that growgrass like hair on their backs. They eatgrass roots and viciously attack anyonethat steps on them or a neighbor.

Mutations: special

Spark SlugNo. Enc.: d20 (d20)

Alignment: NeutralMovement: 10’ (3’)

Armor Class: 9Hit Dice: 1 hit point Attacks: none

Damage: noneSave: L0Morale: 12Hoard Class: none

These gastropods constantly emit sparksthat keep predators away. Normally, thisdoes not matter much, as their slimeinhibits any potential fires, but in thedry season that is not always so. Be-

cause they are so small, it is difficultto find any infestations and when theydo appear, it is usually in huge num-bers. A village could be home to mil-lions.

Mutations: electrical charge genera-tion (special)

SpiderSpider, Bang No. Enc.: 2d4+2 (2d4+2)

Alignment: NeutralMovement: 180’ (60’)

Armor Class: 4Hit Dice: 4

Attacks: 1 (bite)Damage: d6Save: L2Morale: 8Hoard Class: none

Mutations: shriek (special), gigantism

Spider, Boom No. Enc.: d4+1 (d4+1)

Alignment: NeutralMovement: 90’ (30’)

Armor Class: 3Hit Dice: 8

Attacks: 1 (bite)Damage: 2d4Save: L4Morale: 8Hoard Class: none

Mutations: shriek (special), gigantism

Spider, Click No. Enc.: 2d6+2

Alignment: NeutralMovement: 150’ (50’) Armor Class: 5

Hit Dice: 3 Attacks: 1 (bite)

Damage: d4Save: L2Morale: 8Hoard Class: none

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Creatures of the Wastelands

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Mutations: fear generation (new), gi-gantism

Clicks, bangs, and booms are three spe-cies of spider that are always foundtogether. Clicks hide near a path anduse a quick sonic burst to startle preyand get it to run toward the others.Bangs and booms use much stronger ver-sions of the sonic pulse to kill. Bangsdo 2d4 and booms 4d6, both with a cone50’ long and 25’ wide at the end.

Spider, CeilingNo. Enc.: 1 (d6)

Alignment: NeutralMovement: 90’ (30’)

Armor Class: 4Hit Dice: 6

Attacks: 1 (bite)Damage: d6Save: L3Morale: 6Hoard Class: XV

This nasty predator has an unusual methodof prey capture. It makes a small web onthe ceiling of a large room and thenplaces lines down to the floor. Theselines are under high tension and, if

anything makes contact with one, theline breaks and pulls the unfortunatevictim up to the spider. A single strandcan lift 200 pounds and larger creaturescan make contact with several at thesame time. After being lifted, the vic-tim slams into the ceiling, generallytaking 4d6 points of damage, and thenfalls slowly enough for the spider topull it into the main web. The spider’sbite contains a class 11 poison.

Mutations: webbing (new), toxic weapon,gigantism

Spider, HippyNo. Enc.: 2d8 (3d8)

Alignment: NeutralMovement: 150’ (50’)

Armor Class: 7Hit Dice: 6

Attacks: 1 (bite)

Damage: d6Save: L3Morale: 6Hoard Class: XX

This sort of spider feeds on otherarthropods but uses humans and othermammals as slaves. They control theirslaves in two ways. First is an odorthat draws people from as far away asa kilometer (if the wind is in theright direction) and the second is anaddictive poison. Humans get so needyfor the bite that they may starve todeath. The more insects the humansbring, the more they are bitten afterthe spiders feed.

Mutations: fragrance development, gi-gantism, toxic weapon (new variant),webbing (new)

Spiny MapleNo. Enc.: 0 (3d10)

Alignment: NeutralMovement: 0’

Armor Class: 5Hit Dice: 18

Attacks: 4 (claws)Damage: 2d6/2d6/2d6/2d6Save: L9Morale: 12Hoard Class: XX

This aquatic tree is covered with chunksof arthropod exoskeleton and has fourtendrils that end in crablike claws.Every spring it produces 3d20 seeds thatare mechanically giant crabs. The seedstravel until they find, or make, a sunnyspot in the mud.

Mutations: animal organs, animate seed

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SplatNo. Enc.: 1 (1)

Alignment: NeutralMovement: 0’

Armor Class: 9Hit Dice: 2

Attacks: 1 (spore sack)Damage: see belowSave: L0Morale: 12Hoard Class: VI (for older fungi)

This fungal monster, like many otherfungi, uses live hosts to germinatespores. Unlike most, the growth of thetiny fungi do not kill, at least withanimals. An adult, usually found abovedoorways, drops a sack of spores, whichexplodes and covers every creature in10’ that does not make a save versusenergy weapons. Unless the spores arekilled by alcohol, they cause pain forthe next week as the fungi develop. Thisresults in a -2 on all attack rolls or,if the victim is a plant, 2d6 points ofdamage per day. After that, the larvalsplats fall off and find a place to feedand reproduce.

Mutations: special

Steel BiteNo. Enc.: 2d4 (4d6)

Alignment: NeutralMovement: 150’ (50’)

Armor Class: 0Hit Dice: 4

Attacks: 1 (bite)Damage: 2d12Save: L3Morale: 8Hoard Class: XX

These mutant ants consume metal and in-corporate it into their exoskeletons andmandibles. Because they have such strongmandibles, steel bites can chew throughmost anything quickly. Their nest moundsare collections of (mostly broken) ar-tifacts, as well as coins, stones, treelimbs and trunks, and chunks of con-crete. Sinkholes are fairly common in

regions with steel bites because thesemutant ants have yet to adapt to theirnew strengths. Otherwise, they are iden-tical to normal giant ants.

Mutations: special

Steel DaisySteel Daisy, AdultNo. Enc.: 0 (d4)

Alignment: NeutralMovement: 0’

Armor Class: -2Hit Dice: 8

Attacks: 4 (leaves)Damage: d8/d8/d8/d8Save: L6Morale: 12Hoard Class: special

Steel daisies, sometimes called rustflowers, are 6’ tall plants that incor-porate iron into their bark. Because ofthis iron and structural changes withinthe plants, they are immune to radia-tion. Once per hour, the flower can emita sonic pulse that turns iron to liquidand is absorbed by roots just under thesoil’s surface. The range for this is10’ and cannot affect other rust flow-ers. Beyond that, the plant has four

razor sharp leaves that are used fordefense. Anyone slaying a steel daisycan harvest 3d4 x 10 pounds of iron fromthe whole plant, including the roots.

Mutations: accumulated resistance (ra-diation), animate seed, natural armor (plant), natural vegetal weapons, sonic disruption (new), special

Steel Daisy, Instar 1No. Enc.: 4d4 (4d4)

Alignment: Neutral

Movement: 180’ (60’) Armor Class: 8

Hit Dice: 1 Attacks: 1 (leaf)

Damage: d4Save: L0Morale: 6Hoard Class: special

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Creatures of the Wastelands

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The smaller seedlings of rust flowersprowl for small chunks of iron they canabsorb to begin their transformation.Unusually fast due to the absence ofarmor, the young daisies have a singleleaf covered in rust used to drive offherbivores. Only when they discover asource of iron do they settle into alair. If slain, a first instar rust flowercan provide d4 pounds of useable iron.

Mutations: free movement, full senses,natural vegetal weapons, quickness, sonic disruption (new)

Steel Daisy, Instar 2No. Enc.: 2d4 (2d4)

Alignment: NeutralMovement: 90’ (30’)

Armor Class: 6Hit Dice: 4

Attacks: 2 (leaves)Damage: d6/d6Save: L3Morale: 10Hoard Class: special

After absorbing some iron, steel daisyseedlings transform into a slower in-star that seek out radiation to testtheir resistance. Many die because they

incorporated the metal incorrectly ordo not have enough. They have two rust-covered leaves and a thin layer of ironfor defense. If slain, second instarsteel daisy contains 3d4 pounds of iron.

After they discover a radiation field,the survivors transform into adults.

Mutations: accumulated resistance (ra-diation), free movement, full senses,natural armor (plant), natural vegetalweapons, sonic disruption (new)

Sunflower, AdultNo. Enc.: 0 (d100)

Alignment: NeutralMovement: 0’

Armor Class: 6Hit Dice: 4

Attacks: see belowDamage: see belowSave: L2

Morale: 12Hoard Class: XX

The adult sunflower collects a greatdeal of heat from everything within 50’.Because of this, a patch has the indi-vidual plants separated by at least 50’.Other than the intense chill it produces(5d6 points of damage per round), a sun-flower retains its ancestral form. Sun-flower patches are home to many types ofanimals and plants that are adapted orimmune to cold conditions. The heat ab-sorbed by the sunflower is used to in-cinerate the plant and send its seedsfar and wide.

Mutations: animate seed, temperature control

Sunflower, Instar 1No. Enc.: 0 (d20)

Alignment: NeutralMovement: 30’ (10’)

Fly: special Armor Class: 9

Hit Dice: 1 Attacks: none

Damage: noneSave: L0Morale: 3Hoard Class: none

The smallest of the larval form of sun-flower floats around on the wind viabags of hydrogen. It stays airborne un-til a great deal of heat is detected.Then the seedling deflates its bags andcrawls into the fire, something it mustdo before it can transform into instar 2.

Mutations: flight, free movement, full senses

Sunflower, Instar 2No. Enc.: d20 (d20)

Alignment: NeutralMovement: 120’ (40’)

Armor Class: 6Hit Dice: 2

Attacks: 1 (leaves)Damage: d8Save: L1Morale: 6Hoard Class: none

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A Menagerie of Mutants and Mutations

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The medium-sized larval form of sun-flower spends its time collecting sun-light and finding a lair to transforminto instar 3. It has several razor sharpleaves for defense but, unlike its elderkin, is generally harmless. The lair itlooks for must be totally dark, as thetransformation makes light very painfuland usually fatal.

Mutations: free movement, full senses,natural vegetal weapons

Sunflower, Instar 3No. Enc.: d20 (d20)

Alignment: NeutralMovement: 180’ (60’)

Armor Class: 6Hit Dice: 3

Attacks: 3Damage: d8/d8/d8Save: L2Morale: 10Hoard Class: XIV

The largest larval form of sunflowerrequires a lot of meat to grow and trans-form. It hunts in packs from a lair,usually the one where it transformedfrom instar 2. Although it has lost thesharp leaves of its previous form, the

third instar has three mouths filledwith wooden teeth to rend and devourprey. As it ages, the plant emits anodor that attracts others so that theycan form a patch of adults when theseason arrives (usually after four tofive years). When they are about to taketheir adult form, the collected thirdinstar sunflowers leave their huntinggrounds and find some place where thereis full sun (i.e., no shadows) and spenda week transforming.

Mutations: carnivore, free movement,

full senses, fragrance development

SwamplordNo. Enc.: 0 (d20)

Alignment: NeutralMovement: 0’

Armor Class: 4Hit Dice: 24

Attacks: see belowDamage: see belowSave: L12Morale: 12Hoard Class: XX

These massive trees are always found inswamps. They ensure this by controllingthe weather and bringing rain five daysper week. Winter is unusually mild intheir swamps and thus many people andanimals are attracted to them. The lordsprotect themselves from insects and otherpests by constantly throwing sparks andelectrocuting anything that comes incontact with them.

If needed, they can shock an area aroundthem, via the water, inflicting 4d6 dam-age in a 50’ diameter.

Mutations: control weather, electri-cal charge generation

T T T T T TateNo. Enc.: d4 (0)

Alignment: NeutralMovement: 60’ (20’)

Armor Class: 9Hit Dice: 1

Attacks: 1 (bite)Damage: d3Save: L0Morale: 4Hoard Class: VI (X2)

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Creatures of the Wastelands

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Tates are mutant packrats that can bur-row through solid stone and concrete.They are less of a danger to ruins thanruin worms and mud eaters, but stilltake their toll over the decades. If oneis lucky enough to find a tate nest anddig it out, there is usually a largestash of valuables within it.

Mutations: none

Tiger Beetle, GiantNo. Enc.: 1 (1)

Alignment: NeutralMovement: 240’ (70’)

Fly: 90’ (30’) Armor Class: 3

Hit Dice: 12 Attacks: 1 (bite plus shock)

Damage: 5d4 + 3d6Save: L6Morale: 10Hoard Class: none

An ambush predator, the tiger beetlehides in thick vegetation. Some 18’ longwith 1’ long mandibles, this beetle at-tacks just about anything that comesalong. After hitting and shocking a vic-tim for 3d6 damage, if the beetle isstill being attacked effectively, it will

fly away with its food.Mutations: energy-retaining cell struc-ture, gigantism, increased balance, nightvision, quickness

TikiNo. Enc.: 1 (2d4)

Alignment: NeutralMovement: 10’ (3’)

Fly: 90’ (30’) Armor Class: 8

Hit Dice: 1

Attacks: 1 (bite)Damage: d4Save: L0Morale: 6Hoard Class: none

The tiki is a bird that has plumage thatis bright in the morning but which slowlybecomes drabber as the day wears on.

Tikis feed in part on sunlight and growsignificantly stronger the more lightthey “consume”. At midday, the follow-ing changes apply: fly 180’ (60’), AC 6,HD 2, damage d8, save L2. At sunset: fly240’ (80’), AC 4, HD 3, damage d12, saveL4. As the night progresses, the effectsreverse and the feathers begin tobrighten. Otherwise, tiki are omnivoresfound in the tree tops of tropical jungles.They prefer to hunt on the wing, as itincreases their exposure to sunlight.

Mutations: special

V V V V V Vine Spinner

No. Enc.: 1 (3d8) Alignment: Neutral

Movement: 120’ (40’) Armor Class: 6

Hit Dice: 4 Attacks: 1 (bite)

Damage: d6Save: L2Morale: 10Hoard Class: VII

This aggregate of plant and animal lookslike a normal — if very large — spider.Unlike other spiders, it does not havesilk and instead “spins” vines. Coveredin a class 3 poisonous sticky slime, thevines adhere to almost everything ex-cept the spider.

Mutations: special

Vulture EaterNo. Enc.: 1 (1)

Alignment: Neutral

Movement: 150’ (50’) Armor Class: 6

Hit Dice: 5 Attacks: 3 (claws, bite)

Damage: d4/d4/d8Save: L3Morale: 9Hoard Class: none

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A Menagerie of Mutants and Mutations

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These mutant lions use their defectivemutations to draw prey. They leave bitsof skin and scent in an area, act deadin the center of it, and ambush anythingthat comes close. The prey scent muta-tion makes them smell like they are rot-ting, so only scavengers are attractedto them.

Mutations: clinging skin (new), prey scent

W W W W W Walking Stick, Giant

No. Enc.: 1 (d6)

Alignment: NeutralMovement: 30’ (10’) Armor Class: 4

Hit Dice: 12 Attacks: 2 (sprays)

Damage: poison class 6Save: L6Morale: 4Hoard Class: none

At 30’ long, this is among the largestof the mutant insects. It hides as ei-ther a log on the ground or a partially-

toppled tree. A consumer of leaves, thewalking stick devours the crowns of largetrees in a day or two. When it detectsmotion, a walking stick freezes. If at-tacked, it fires poison from a pair ofglands near its head on either side ofits body. The range is 30’ and can onlyhit a single target per gland.

Mutations: gigantism, toxic weapon

Wall GrabberNo. Enc.: 1 (1)

Alignment: NeutralMovement: 10’ (3’)

Armor Class: 5Hit Dice: 4

Attacks: 1Damage: 2d6+2Save: L2Morale: 8Hoard Class: VI

This 8’ long mutant centipede ambushesprey by hiding against a wall (ruin orother) and then rearing out so that thehead, with its poison claws, slams intowhatever the grabber is hungry for. Oncediscovered, wall grabbers are not muchof a threat because they cannot movevery fast and will not attack anythingmore than 3’ from the wall.

Mutations: gigantism, toxic weapon

Wasp, ShrubkillerNo. Enc.: 0 (1)

Alignment: NeutralMovement:

Fly: 270’ (90’) Armor Class: 4

Hit Dice: 1 Attacks: 1 (sting)Damage: see belowSave: L0Morale: 12Hoard Class: none

These insects use plants to host theirlarvae. They have a sting that paralyzesa plant for d6 hours, giving the femaleshrubkiller enough time to saw into thetrunk and lay eggs. Over the next week,the plant grows galls filled with hydro-

gen, causing it to float away (and slowlydie in the process). The galls last fora month and when the adults emerge theyare thus usually far away from theirparents.

Mutations: toxic weapon

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Creatures of the Wastelands

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Water SackNo. Enc.: 2d4 (2d4)

Alignment: NeutralMovement: 0’

Armor Class: 9Hit Dice: 6

Attacks: ContactDamage: 2d8Save: L0Morale: 12Hoard Class: see below

These oozes draw water from their sur-roundings, including anyone who touchesthem. Contact inflicts 2d8 points ofdamage per round and adds one ounce ofwater to the sack. With the correct tools,a sack can be partially drained withoutkilling it. Under non-desert conditions,a sack will collect one ounce of waterfrom the air and rain per week. In desertconditions, this may take as long asthree months.

Mutations: special

Webspinner, GiantNo. Enc.: 3d4 (20d12)

Alignment: NeutralMovement: 30’ (10’)

Armor Class: 6Hit Dice: 3 Attacks: 1 (bite)

Damage: d4Save: L2Morale: 6Hoard Class: XVIII

Webspinners are insects that look likeants with an enlarged foreleg. The“Popeye” limbs contain a webbing pro-ducing gland. Unlike spiders, webspinnersdo not make webs with designs. Their

lairs are a mass of webbing gluing to-gether wood, artifacts and any usefullandscape. Because of their need forsomething to prop up the mass, they arealmost exclusively found in forests. Theyare herbivores and hunt mobile plants.Some nests are known to make traps, butno webspinner throws webbing in combat(they simply cannot because of how the

spinnerets function).Mutations: Gigantism

Whale, DeepNo. Enc.: 0 (d4)

Alignment: NeutralMovement:

Swim: 180’ (60’) Armor Class: 4

Hit Dice: 25 Attacks: 1 (fluke smash)

Damage: 3d12Save: L15Morale: 8Hoard Class: none

This whale has been somewhat changessince the cataclysm — its young havegills. Because the threat of drowninghas been eliminated, there are morewhales in the oceans now than even be-fore the advent of whaling. Also, theyoung have become a serious danger tounderwater communities. They stalk hu-man sized prey and are, amazingly fortheir size, quite stealthy.

Mutations: aberrant form (gills)

Whistle Shrub

No. Enc.: 0 (3d4) Alignment: NeutralMovement: 0’

Armor Class: 8Hit Dice: 2-30

Attacks: 4 (thorns)Damage: d8/d8/d8/d8Save: variableMorale: 12Hoard Class: XVI

These plants consume air and grow at afantastic rate. The shrubs are obvious

due to the noise and the large spinescovering them. If something comes within10’ of a whistling shrub, it is attackedwith enhanced projectile thorns — airpressure gives them a range of 80’ andincreased damage. Killing a shrub isdifficult, as they resprout from rootsand large fragments (those over 10pounds).

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A Menagerie of Mutants and Mutations

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Their seeds are active and quite dif-ferent from the adult plants. The seedfinds suitable soil and buries itselfand the emerging shrub grows 100 poundsa week. After nine months and more thanone-and-a-half tons, the plant releases10d10 seeds to continue the cycle andthen dies.

Mutations: animate seed, projectilethorns, regenerative capacity

Whistle Shrub SeedNo. Enc.: 4d4 (10d10)

Alignment: NeutralMovement: 150’ (50’)

Armor Class: 5Hit Dice: 1/2

Attacks: 1 (thorn)Damage: d4Save: L0Morale: 8Hoard Class: none

These seeds start out stupid and swarmover anything that seems to be threaten-ing, but as their numbers fall they seemto learn and go from an attack mentalityto a hide mentality (even though theycan alter their forms to hide withinminutes of emerging from their parent).

They have three months to discover propersoil and full sun conditions or die with-out germinating. In their native state,the seeds look like those within a pump-kin or other squash but are dark green,have several roots to walk with, andhave a nasty serrated spine.

Mutations: chameleon metamorphosis,free movement, natural vegetal weapons

Womb BeastNo. Enc.: d12 (d12)

Alignment: NeutralMovement: 180’ (60’)

Armor Class: 4Hit Dice: 25

Attacks: 1 (bite)Damage: 4d12Save: L19Morale: 8Hoard Class: none

The womb beast is a huge monstrositythat creates other monsters. It is 20tons, 40’ long with a 16’ ovipositor,two sets of mandibles, and 12 legs andlooks somewhat like a flesh-colored,hairless spider with an unusually nastymouth. A womb beast consumes other crea-tures to gain DNA samples and then layseggs that will hatch into randomly cre-ated monsters. Each batch of eggs, usu-ally 20-80, produces the same monster.Some are non-viable (those with morethan six drawback mutations), a few aresapient and may become PC races, butmost become a terror to the region. Thewomb beast itself has one defensive fea-ture — if slain, each of its legs slowlybecomes a new womb beast with 4 HD withina week.

Mutations: special, limb cloning (new)

Womb Beast SpawnTake any stock creature, be it mutant orotherwise, and add four aberrant formmutations plus 2d4 other mutations (50%plant, 25% mental, 25% animal/human).

Aberrant form (natural weapon) can onlybe rolled or selected once, but enlargedparts, xenomorphism, and extra parts mayappear in any combination to the maximum

of four plus any chance it is rolledagain.

X X X X X Xeno ShrimpNo. Enc.: 0 (1)

Alignment: NeutralMovement:

Swim: 120’ (40’)

Armor Class: 4Hit Dice: 9

Attacks: 2 (claws)Damage: d12/d12Save: L5Morale: 7Hoard Class: none

This crustacean is 16’ long and has a

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Creatures of the Wastelands

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pair of large claws. Its palps and legsprovide mutation benefits and they candropped and replaced by differentlyshaped palps and legs that provide dif-ferent benefits. Four legs replicatephysical mutations and two palps repli-cate mental mutations. If a limb is lostor damaged, it takes 48 hours to replace.

Mutations: regenerative capacity Suggested mutations for limbs:

Physical: aberrant form, echoloca-tion, energy ray, energy retaining cellstructure, epidermal photosynthesis, fra-grance development, thermal vision, toxic weapon, unique sense

Mental: control light waves, damageturning, metaconcert, temperature con-trol, vampiric field

Z Z Z Z Z Zombie FlyNo. Enc.: 0 (2d10)

Alignment: NeutralMovement:

Fly: 90’ (30’) Armor Class: 9

Hit Dice: 1/8

Attacks: see belowDamage: see belowSave: L0Morale: 11Hoard Class: as host

These insects use mammals for both asource of heat and locomotion. Anythingthat comes in contact with this fly forthree rounds must make a save versusdeath or become controlled. It will thenbe walked to death in whatever directionthe fly takes it.

Mutations: parasitic control

Alien Creatures All these creatures are from the dimen-

sion to which the mycel has access andall have the toxic weapon (toxic flesh,class 8), radiation aura (10’ diameter,

class 3), and unique sense mutations.The only physical feature that is commonto these, but not all aliens from theirhome dimension, is sensory antennae thatprovide both sight and the ability todetect air motion — anything with a lineof sight to the alien is detected. Therange depends on the number of antennae,which is 5’ for every one.

Rodent, BlackNo. Enc.: 2d4 (3d4)

Alignment: NeutralMovement: 90’ (30’)

Armor Class: 6Hit Dice: 2

Attacks: 1 (spines)Damage: d4Save: L1Morale: 6Hoard Class: none

These 2’ long rodent-like aliens havehopping legs and spine-covered heads withsix antennae. In combat, they use thespines to rip off small chunks of flesh.If they attempt to escape, they can hop10’ straight up and try to do so intobranches.

Mutations: spiny growth (small), toxic

weapon, radiation aura, unique sense

Rodent, GreyNo. Enc.: d4 (2d6)

Alignment: NeutralMovement: 120’ (40’)

Burrow: 30’ (10’) Armor Class: 6

Hit Dice: 3 Attacks: 1 (tail)

Damage: d6Save: L2

Morale: 8Hoard Class: none

These rodent-like aliens do not lookmuch like the black versions. They havereduced heads without spines and verymuscular tails. Their forelegs are fordigging and their hindlegs are for run-ning. Their eight antennae are found on

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A Menagerie of Mutants and Mutations

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their heads and spines. They ambush preyfrom holes using their tails to bothknock over and crush them.

Mutations: prehensile tail, toxic weapon, radiation aura, unique sense

SongbirdNo. Enc.: 2d4 (3d6)

Alignment: NeutralMovement: 15’ (5’)

Fly: 120’ (40’) Armor Class: 9

Hit Dice: 1/4 Attacks: 1 (shock)

Damage: 3d6Save: L0Morale: 5Hoard Class: none

These odd little aliens look like head-less bats with two antennae on theirtorsos. It is their deadly call thatearned them the name songbird. They con-stantly build up a charge of electricityand zap anyone who touches them. Mycelhave learned the hard way and many avoidsongbird flocks.

Mutations: energy-retaining cell struc-ture, shriek (plant version), toxic weapon, radiation aura, unique sense

TurtleNo. Enc.: d4 (d4)

Alignment: NeutralMovement: 30’ (10’)

Armor Class: 4Hit Dice: 6

Attacks: 1 (bite)Damage: 2d4Save: L3Morale: 8Hoard Class: none

These 12-legged aliens have circularshell, which inspired their name. Un-like real turtles, one of these beastshas a neck and head that can reach outbetween any of the legs. Each leg actsas an antenna.

Mutations: natural armor, toxic weapon,radiation aura, unique sense

Parasites

Blood HopperNo. Enc.: Swarm

Alignment: NeutralMovement: 30’ (10’)

Fly: 120’ (40’) Armor Class: 9

Hit Dice: 6 Attacks: Contact

Damage: 4d6Save: L2Morale: 11Hoard Class: none

These mutant crickets live within themuscles of other creatures. Anythinginfested inflicts 2 points less of dam-age with physical attacks. When the hostis slain, the hopper emerges and at-tacks.

Mutations: special

Flesh TermiteNo. Enc.: Swarm

Alignment: NeutralMovement: 10’ (3’)

Armor Class: 9Hit Dice: 8

Attacks: ContactDamage: 6d6Save: L2Morale: 11Hoard Class: none

Flesh termites live in the blood streamsof very large creatures (hippo or larger).

Anything infested has its speed reducedby half and gains a -2 penalty to ini-tiative. After the host is slain, theswarm emerges and attacks anyone in thearea.

Mutations: special

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Creatures of the Wastelands

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Gold DropNo. Enc.: 0 (d4)

Alignment: NeutralMovement: 10’ (3’)

Armor Class: 9Hit Dice: 1 hit point

Attacks: specialDamage: specialSave: L0Morale: 12Hoard Class: none

These tiny yellow worms collect certainmetals, such as silver and gold, and withit make tubes to dwell in. If they areinside another creature and the host isgiven sea water, the worms make their homeswithin the body cavity of the host. Deathoccurs within 2d4 weeks and the resultingtubes are worth 3d4 x 100 gold pieces each.

Mutations: special

Living BloodNo. Enc.: 1 (variable)

Alignment: NeutralMovement: 90’ (30’)

Armor Class: 7Hit Dice: 3 or 5

Attacks: 1 (slam)

Damage: d4-d10Save: variableMorale: 12Hoard Class: none

These oozes are similar to parasite mu-tations but are not meant for PCs. Theyreplace part of the blood of a host andsome species of living blood may inhabitspecific creatures as determined by theML. Each is easy to identify as theyhave different colors. There are eightdescribed, four lesser and four greater.

The difference is how much of an advan-tage they give to their hosts as well asincreased hit dice and damage. All pre-vent damage from bleeding, includingattempts at draining blood by certaincreatures. Lesser bloods also halve damagefrom slashing weapons and greater bloodshalve damage from all physical weapons.

And all, after their host has been slain,

will consume its body and spawn either 2d8(lesser) or 2d4 (greater) offspring. Theonly time they enter combat is just afterthe host has been slain, when they try tocollect even more flesh for breeding.

LesserGrey provide no other benefit. 3 HD,attacks for d4 points of damage.

Yellow increases the host’s speed by60’ (20’). 3 HD, attacks for d4 pointsof damage.

Brown provide a -2 to armor class. 3HD, attacks for d6 points of damage.

White add 2 points per day to healing.3 HD, attacks for d6 points of damage.

GreaterGreen provide no other benefit. 5 HD,

attacks for d8 points of damage.Blue decrease their host’s armor class

by 5 points. 5 HD, attacks for d8 pointsof damage.

Orange add 4 points of damage to physi-cal attacks (claws, bites, and such). 5HD, attacks for d10 points of damage.

Red add 20 hit points to the host. 5HD, attacks for d12 points of damage.

Mutations: toxic weapon, special

Penny Worm

No. Enc.: 0 (2d6) Alignment: NeutralMovement: 10’ (3’)

Armor Class: 9Hit Dice: 1 hit point

Attacks: 1 (infestation)Damage: infestation and d6 per daySave: L0Morale: 12Hoard Class: none

This mutant of the Guinea worm is veryvisible under the skin. Two weeks after

the female lays her eggs on a potentialhost (who must save versus poison toavoid infestation), the victim takes d6points of damage per day as the wormsfeed on flesh and blood. This happensuntil the host is dead, at which pointthe worms escape the body and search forhosts for their offspring.

Mutations: special

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A Menagerie of Mutants and Mutations

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Smart Stones Smart stones are the result of nanitesinfecting and acting as brains to vari-ous sorts of rocks and minerals. Mosthave a mental mutation or two and a veryfew have the ability to move. Their HDlisting is different from standard crea-tures in that it is related to theirmass. Hard stone is 1 HD per 10 pounds,average stone is 1 HD per 20 pounds,soft stone is 1 HD per 30 pounds, andgems is 1 HD per 10 carats; each typealso has a maximum HD listed. Because ofthis and their strange nature, theirsaves are listed as a formula.

CeramicNo. Enc.: d20 (d20)

Alignment: NeutralMovement:

Fly: 150’ (50’) Armor Class: 6

Hit Dice: 1 per 30 lb. (max 4) Attacks: 1 (ram)

Damage: d4Save: L(HD/2 -1)Morale: 12Hoard Class: none

One of the stupidest smart stones, ce-ramic likes to fling itself at anythingthat moves. It shatters upon impact withanything, but that is of little concern,

as the nanites will repair it within 24hours. The only way to “kill” this stonepermanently is with plasma weapons or anegation bomb.

Mutations: flight

DiamondNo. Enc.: d4 (d4)

Alignment: NeutralMovement: 0’

Armor Class: -2Hit Dice: 1 per 10 carats (max 4)

Attacks: noneDamage: noneSave: L(HD+3)Morale: 8Hoard Class: none

Where granite “convinces” others to bringinformation to them, diamonds use oth-ers to get to the outside world. Anyonetouching a smart diamond is possessed bythe gem’s intelligence. After a few weeksor months of fun, the stone returns thebody (hopefully, for the victim, intact).

Mutations: possession

GlassNo. Enc.: d100 (d100)

Alignment: NeutralMovement: 0’ Armor Class: 7

Hit Dice: 1 per 30 lb. (max 2) Attacks: see below

Damage: see belowSave: L(HD/2 -2)Morale: 12Hoard Class: XVI

Okay, this is not a mineral but it isstill common and nanites do infect it.Glass is one of the lesser intelligent

stones and seems to do just one thing — concentrate and reflect light. This doesnot sound so bad unless the source issensitive to heat. Anyone carrying alight source is affected as per the tem-perature control mutation. Places withlots of chunks of smart glass tend tohave lots of burnt husks about.

Mutations: temperature control

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Creatures of the Wastelands

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GraniteNo. Enc.: d4 (d4)

Alignment: NeutralMovement: 0’

Armor Class: -4Hit Dice: 1 per 10 lb. (max 20)

Attacks: see belowDamage: see belowSave: L(HD+2)Morale: 11Hoard Class: none

Smart granite is very intelligent andgenerally bored. When it comes in con-tact with an intelligent being, it causesits victim to shrink to 1/20th size. Thestone will only reverse this when bribedwith information it deems useful or atleast interesting.

Mutations: density alteration (others)

JadeNo. Enc.: d4 (d4)

Alignment: NeutralMovement: 0’

Armor Class: 3Hit Dice: 1 per 20 lb. (max 12)

Attacks: noneDamage: none

Save: L(HD -1)Morale: 12Hoard Class: none

Jade is quite intelligent and has accessto a dimension where the Aztec mythologyis real. It opens portals for defenseand to communicate with gods and mon-sters from that world. Pieces of jadeare considered oracles by many.

Mutations: plane shift, neural telepathy

LimestoneNo. Enc.: d100 (d100)

Alignment: ChaoticMovement: 0’

Armor Class: 6Hit Dice: 1 per 30 lb. (max 8)

Attacks: noneDamage: noneSave: L(HD), see belowMorale: 12Hoard Class: any

Intelligent and evil, limestone is com-mon in many places. It uses taunts toconvince others to attack it and thenlaughs when the victims fall to theirown attacks. Limestone reflects mostdamage and at any amount. Only radiationcan harm it.

Mutations: damage turning, neural telepathy

MarbleNo. Enc.: d10 (d10)

Alignment: ChaoticMovement: 30’ (10’)

Armor Class: 0Hit Dice: 1 per 10 lb. (max 10)

Attacks: 1 (slam)Damage: d10

Save: L(HD-1)Morale: 12Hoard Class: none

Animated statues, smart marble is notthat intelligent and acts feral. Gar-goyle shapes are common as well as fauxGreek and Roman.

Mutations: special

ObsidianNo. Enc.: d4 (d4)

Alignment: NeutralMovement: 0’

Armor Class: 6Hit Dice: 1 per 30 lb. (max 6)

Attacks: 1 (fall)Damage: d6 per 30 Lb.Save: L(HD/2)Morale: 12Hoard Class: none

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This not very smart stone seems to havebut a single purpose — to crush andmangle anything that lives. It teleportsabove a target with as many sharp sur-faces as possible facing downward. Itrepeats this until everything is deadand, as the range for its senses andteleportation is 100’, it may be movinga lot every day.

Mutations: teleport

OnyxNo. Enc.: d4 (d4)

Alignment: NeutralMovement: 0’

Armor Class: 4Hit Dice: 1 per 20 Lb. (max 12)

Attacks: noneDamage: noneSave: L(HD)Morale: 8Hoard Class: none

Unlike most smart stones, onyx is fairlylikeable. It uses illusions to communi-cate and is occasionally hired to hidesomething with these illusions. Otherthan a nice place to rest and some con-versation, they ask for no payment.

Mutations: mental phantasms

QuartzNo. Enc.: d8 (d8)

Alignment: NeutralMovement: 0’ (special)

Armor Class: 2Hit Dice: 1 per 30 Lb. (max 4)

Attacks: 1 (telekinesis)Damage: d12Save: L(HD/2)Morale: 12Hoard Class: none

These stones see themselves as unbornsand and attempt to act as a sandstorm,typically destroying everything in theirpath. The range of their telekinesis is100’ and can be used once per day tomove the crystal 500’. They use it todestroy buildings, plants, creatures,and whatever else is around them and

leave a nascent desert behind.Mutations: neural telekinesis

SandNo. Enc.: swarm

Alignment: NeutralMovement: 240’ (80’)

Armor Class: 9Hit Dice: 100

Attacks: 1 (slam)Damage: 6d8Save: L(HD)Morale: 12Hoard Class: none

Quartz that has been broken down intograins turns into sand. Smart sandstormscontinue inflicting damage but now muchmore efficiently. A single storm coversan area of one to 50 acres and doesdamage every round to everything withinit. Sealed buildings provide protectionuntil they are broken into or worn away.

Mutations: flight

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New Mutations

HUMAN/ANIMAL MUTATIONS

PHYSICAL MUTATIONS

Aberrant Form (Altered Body Shape) (D)If the mutant was long and thin, it isnow short and squat. If it was short andsquat, it is now long and thin. Crea-tures in between are now one or theother (50% short, 50% long). All suchmutants’ movement rates are cut by half,as their bodies move in unnatural ways.

Aberrant Form (Adaptive Organ)This mutant has a new organ that has twoor more functions. Only one functionworks at a time, but the mutant canconvert to either in one round. The playerand ML should discuss this mutation andhow it will work for the mutant.

Aberrant Form (Xenochemistry)

The mutant’s chemical makeup is so dif-ferent from the biosphere that it pro-vides some benefits and penalties. All

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

carnivores dislike like the mutant’sscent and will either avoid the mutant(75%) or attack him as an intruder (25%).The mutant’s flesh is either indigest-ible (75%) or poisonous (25%). The formermeans anyone eating the mutant takes 6d8points of damage over 16 hours and thelatter is equivalent to the toxic weaponmutation. On the downside, there is littlefor the mutant to eat — only plants andanimals with this mutation and the samechemistry are food for him. Because ofthis, most creatures who gain this muta-tion starve to death quickly or mustremain within a limited area that cansupport their dietary needs.

Burning BloodThe mutant’s blood acts a superchargerfor others and functions as if it washercurin (MF core book, page 127). Thismutant takes 3d4 points of damage forevery dose extracted.

Chemical CommunicationThis mutant can leave detailed informa-tion on objects that can be understoodonly by mutants with this mutation orthe improved smell mutation. Up to 250words can be left on any object and lessfor very small things.

Clinging Skin (D)This mutant leaves bits of skin on allthe surfaces he touches. This makes himeasy to track and miserable in socialsituations.

Energy AbsorptionThis mutation weakens one type of energythat strikes the mutant (roll d6; 1-2heat, 3-4 cold, 5 radiation, 6 electric-ity). This mutant takes half damage forthe energy type rolled or selected dur-ing character creation.

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Flexible SkeletonThis mutant can go through any hole orspace that he can fit his head into.

Floats (D)This mutant bobs on water, unable to

swim or walk, and will be taken whereverthe current travels. Because of the as-sociated motion, the mutant cannot sleepeither when in or on the water (to in-clude being on board a boat).

Genetic Memory (D)This mutant has nightmares of the cata-clysm. He cannot focus on anything andsuffers a -1 penalty on attacks and -15%on technology rolls. Certain medicationscan induce dreamless sleep, but they canbe dangerous in other ways.

Genetic RecallThis mutant receives flashes of inspi-ration from the lives of his ancestorswho lived before the cataclysm. Thisprovides a +10% bonus to technology rollsand occasionally locations or other help-ful information. See the parasite muta-tion neck leech for more information.

Genetic ReplicationThis mutant reproduces by infecting oth-ers and causing them to turn into one ofits own race. This does not affect PureHumans. It requires a save versus poisonand takes a week to complete the trans-formation.

Gliding WingsThis mutant has very large wings thatallow flight over long distances. Thismutant can fly 500 miles without restingalong the way, but require a good night’srest after landing. This mutant alsoneeds a wide open space both to take offand land.

Heat Sink (D)This mutant is a sponge for heat. Ittakes double damage from heat and firebased attacks and must drink four timesthe normal amount of water in hot condi-tions.

Hollow FangsThis mutant can inflict d6 points ofdamage with its bite and drain d4 perround thereafter, as long as the victimdoes not make a save versus energy at-tacks.

Ice CocoonThis mutant can enter a form of sleepwithin a self-made block of ice. Thecocoon has an armor class of 9 and 25hit points. This mutant must determinethe length of time to sleep, which canbe no longer than six months, at thetime the cocoon is created.

Induce MutationThis mutant can cause a mutation or draw-back in others. The range is touch, du-ration is 1 day, and the mutation is

rolled or selected at the time of char-acter creation.

Internal ClockThis mutant always knows what time it iseven if deep underground. Also he knowshow much time has passed between any 2events.

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Kinetic AbsorptionThis mutation weakens physical attacksagainst the mutant. This mutant takesone-half damage against such attacks,which include falling damage.

Lightning Rod (D)This mutant attracts electricity. Hetakes double damage from such attacksand has a 10% chance of being struckduring a thunder storm (treat that hasbeing hit by a killing sphere).

Limb CloningThis mutant reproduces by dropping alimb that will convert itself into animmature version of the mutant. The lostlimb is replaced over d4 weeks.

Organic RadioMutants with this can communicate witheach other within 10 miles. Environmentor landscape may reduce this and, insideruins or underground, the range is 500’at best.

Oxygen StorageThis mutant can hold its breath for 10times as long as normal. The oxygen isheld within its muscles.

Parasite HostThis mutant has tiny parasites, eitherworms or crustaceans, swimming in itsbloodstream. Anyone else in contact withthe blood must save versus poison or beinfected. Mutant Lords are encouragedto be inventive with the result — itcould act like a disease or attack anorgan that produces a mutation (thusnegating it until the parasites die) oranything else you can dream of.

Replicate Physical MutationThis mutant can take a physical mutationfrom another. The range is touch, dura-tion is one day, and the mutation isselected at the time of contact. A saveversus poison negates this effect. Thevictim retains the mutation (i.e., thestealing mutant simply replicates it).

Seed ProductionThis mutant reproduces by seed. The fe-male either produces a small number (1-10) or large number (100+) after mating.Those mutants with a small number ofseeds grow the resulting plants and carefor the young that eventually emergefrom them. Those mutants that produce alarge number allow them to spread on thewind and may even consider their off-

spring pests. Mutant humans with a largenumber of seeds create plants that pro-duce 2’ tall humans that will eventuallygrow into normal-sized adults.

Scent TagThis mutant can inflict the prey scentdrawback on others by contact. The ef-fect lasts 2d4 hours.

Sticky HairsThis mutant has an attack that causesits target to become covered with small,

interlocking hairs. They are so pain-fully annoying that the victim must saveversus poison or take 2 rounds pullingthe hairs off. Otherwise, the victimsuffers a -1 to hit rolls until thehairs are removed.

Toxic Weapon, ActivatedThis version of toxic weapons requires a

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poisoned victim to be exposed to someenvironmental stimulus before the poi-son causes damage. It could be light,darkness, heat, cold, radiation, elec-tricity, impact damage, or anything elsethe GM might devise.

Toxic Weapon, NarcoticThis mutant produces an addictive substance.

Anyone bitten by such a mutant must make asave versus poison or follow the mutantaround requesting to be bitten at leastonce per day. If the victim cannot obtainthe venom, he will suffer, a penalty to oneor more saving throws, or some other nasty

effect devised by the Mutant Lord.

Toxic Weapon, Specific TargetThe mutant’s poison only affects a lim-ited group of creatures but does doublenormal damage to them. The group is upto the Mutant Lord and can be as broadas arthropods, mammals, or weeds or asnarrow as ants, primates, or conifers.

Transparent Skin (D)This mutant takes double damage fromlasers and other light-based weapons and,because of its appearance, is treatedpoorly by most.

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Twisted Hands (D)The mutant’s hands and fingers are de-formed and, as a result, it suffers -2on attacks and -10% on technology rolls.

Vestigial Wings (D)This mutant has wings that cannot liftit off the ground or even allow it toglide. Armor must be specially made andcosts 50% more.

WebbingThis mutant produces silk in a mannersimilar to a caterpillar (i.e. from themouth). Up to 25’ of rope can be manu-factured or one small creature can betrapped by the amount produced in oneday. The webbing decays in 3 months.

MENTAL MUTATIONS

360-Degree VisionThis mutant can see in all directionsexcept straight up and down. Surprise isall but impossible against this mutant.

Absorb KnowledgeTwice per day this mutant can take in-formation from another mind. The rangeis touch, only one question can be an-

swered and a save versus poison negatesthe effect. The ML must decide if thismutation affects androids, robots, andother artificial intelligences.

Access MachineThis mutant can gain access to a computerpsionically. He does not need to use a key-board, voice interface, or any other physical

method. This does not allow telepathy withartificial intelligences. The range is 10’.

Alter Atomic CompositionThis mutant can change one material toanother, both of which are randomly se-lected at the time of character cre-ation. Only d4 x WIL pounds can be af-fected per day. If the result is unde-sirable, then this mutation is consid-ered a drawback. Roll twice on this chart:

Random Materials1 soft metal2 hard metal3 rubber4 plastic5 stone6 wood7 ceramic (including glass)8 flesh (mindless)9 ML’s pick10 player’s pick

Bend SoundThis mutant can control sound and eitherincrease or decrease sonic damage by 50%or redirect sonic attacks made againsthim. The mutant still takes damage inthe second case but can alter the direc-tion of the attack, even back onto the

source. The version is selected at thetime the mutation is used.

BrainfireThis mutant produces a mental attackthat causes the target to feel over-whelming pain. This induces a -4 to allrolls for d4 rounds. The range is 30’ anda save versus poison negates the effect.

Cannot Lie (D)This mutant is incapable of lying.

Cannot Tell the Truth (D)This mutant is incapable of telling thetruth.

ClairaudienceThis mutant can select a spot up to 100’away and then hears as if it were atthat spot.

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ClairvoyanceThis mutant can pick a spot up to 100’away and then can see as if standing onthat spot.

Control DiseaseThis mutant can make a disease strongeror weaker. This results in either a -4or +4 to the save versus poison to re-sist the disease.

CrystallizeThis mutant can turn metal and stoneobjects to crystal. This decreases theirarmor class by 4 by also halves theirhit points due to the brittle nature ofcrystals.

Density Alteration, ObjectsSimilar to the other density alterationmutations, this one allows the mutant toenlarge or shrink objects up to 5 x WILpounds. This applies to parts of objectsthat can be considered whole as well.Bricks, slats in doors and barrels, andmany other component parts are among themany objects that can be affected. Con-sider, for example, a wall of cement anda wall of concrete. This mutant can notaffect the former but can enlarge orshrink the rocks or reinforcing bars in

the latter and cause it to crumble.

FamiliarThis mutant has a specialized, mentalform of parasitic control. It only workson non-sapient animals (or plants in thecase the mutant is a plant), has a rangeof 30’, and is permanent. The affectedcreature, which can be anything withless hit dice than the mutant (althoughthe ML may limit this), acts like anobedient pet and will die for the mutantif things become grim. Only one crea-

ture can be affected at a time. Certaintypes of monsters can have more, butplayer characters cannot.

Fear GenerationThis mutant emits waves of telepathicfear. Everyone within 30’ must save ver-sus death or run away for d4 minutes.

ForesightThis allows the mutant to see 10 minutesinto the future. This mutation can beused twice per day.

Fuse FleshOnce per hour, this mutant can use avariation of the radiation used by heal-ing packs to fuse a target’s flesh. Theeyes and mouth are forced shut, the fin-gers and legs bind together, and thearms fuse to the torso. Anyone affectedthat forces the body parts apart takes2d4 points of damage for the eyes, eachhand, leg, and arm (so in total 12d4total). Surgery only inflicts 2d4 pointsof damage total and takes one hour. Asave versus poison negates the effect.

Green EyeThis mutant can telepathically see throughthe sight organs of any plant with thefull senses mutation. The range is 500’.Intelligent plants can save versus ra-diation to stop the mutant.

Heal OtherThis mutant can heal d6+2 points of dam-age three times per day other creatures(but not to itself).

Induce NightmaresThis mutant can cause violent night-mares in a single subject. The targetmust save versus stun attacks or suffera -1 penalty to saves and attack rolls forevery night he is subjected to this ef-fect. The maximum penalty is -6. The rangefor this mutation is 100'.

Induce SleepThis mutant can mentally attack one crea-ture or person within 100’ and force itto fall asleep for d4 hours. Until this

time passes, the victim cannot be awak-ened. A save versus stun attacks negatesand the ML must decide if this mutationapplies to plants and fungi.

Life ScanThis mutant selects one type of lifeform— animal, plant, fungus, or alien — atthe time the mutation is gained. Any

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time that type of life is within 50’,the mutant knows its exact location.

Mental Barrier, RangedThis mutation allows all allies within25’ to be protected as per the mentalbarrier mutation.

Mental Mutation ScanThis mutant detects the use of mentalmutations within 100’. The location ofthe mutant is known but not the mentalmutation used.

Mental Phantom This mutant causes a target to see move-ment where there is none. The range is60’ and the target must save versus poi-son or take a -2 to attack rolls for thenext round.

Part WaterThis mutant forces all free water (notthat in living things) to move away fromhim to a distance of 15’. This means abubble forms if the mutant is underwaterand the air inside is as fresh as thewater surrounding it. This can also beused on ice, although weapons made of orencased in ice that are used on thefield do double damage to the mutant.

Patron MindThis mutant has telepathic contact witha willing subject. Anytime the mutantfails a save versus a mental attack, thepatron suffers the consequences. Therange is 50 miles.

Replicate Mental MutationThis mutant can duplicate anothercreature’s mental mutation. The rangeis touch, duration is 1 day, and themutation is selected at the time of con-tact. The victim retains the mutation and asave versus poison negates this effect.

Rip Organ A specialized version of telekinesis,

this mutation inflicts 4d6 points ofdamage to a target within 30’. The organtype is selected at the time of charac-ter creation and may include plant parts.It can only be used once every threerounds.

Speak to Animals/Plants/FungiThis mutant can communicate with otherspecies. If he is an animal (includinghuman), then he can understand plants.If he is a plant, he can understandanimals. Either can select fungi in-stead of the standard.

SubmindThis mutant uses a tiny fragment of itsmind for defense. Anytime the mutantfails a save versus a mental attack, itcan spend 10 hit points to kill thefragment and ignore the attack. The dam-age heals normally.

Telekinetic MonsterThis mutant can collect water, mud, dust,rocks, sticks, and such and form theminto the shape of a monster. It is not

strong enough to inflict damage or liftobjects but is tactile (i.e., it can betouched). This mutant selects the shapeof the monster upon using the mutation.It can be created twice per day for upto 5 minutes each time.

Telekinetic WaveThis projects a wave of force that af-

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fects everyone within a square 30’ by30’ in front of the mutant twice perday. Everyone in that area must make asave versus energy attacks or take 2d6points of damage and fall prone. Thosethat save just fall prone.

Track MindThis mutant locks onto a specific mindand knows its location. The range tolock onto a specific mind is 100’ andthe range for tracking is 100 miles. Inother words, as long as the mutant withthis ability is within 100 miles of itstarget, it knows its direction. The tar-get can save versus stun attacks to ne-gate this effect. This mutant can lockon to one target mind per day.

Universal CommunicationThis mutant can learn languages that arenot based on the same principals as hisown. For humans, this means such a mu-tant could learn the pheromone languagesof plants and insects or the color dis-play language of fireflies or cuttle-fish. The learning process is still asinvolved as learning any language, as isexposure to a creature who uses it, butat least the mutant has the capacity.Mutants with this at first level can

select such a language.

PARASITE MUTATIONSThis new type of mutation covers situa-tion in which a being allows itself tobe a host to another creature. The para-site usually provides a benefit, al-though some communities use them as aform of punishment. This is one of therare few ways pure humans have access tomutations.

Bone CoralThese animals that colonize the skel-eton provide a better anchor for themuscles. It costs 3 points of CON andprovides the quickness mutation.

Fly BristlesThis mutant has dozens of flies embeddedin its neck, their antennae poking out

of its skin. They provide a unique sense— air motion — which means this mutantcannot be surprised by anyone within10’. It costs the mutant 2 points of CHA.

Liver Worm This mutant has a writhing worm underits skin that acts as a secondary liver.This mutant takes half damage from poi-son attacks but loses 2 points of CON.

Lung Mold (D)Meant to control slaves and punish somecriminals, this fungus is inhaled andgrows within the victim’s body. It in-duces the reduced oxygen efficiency draw-back and costs 2 points of CON.

Maggot HeadThe mutant’s head has 2d4 worms crawlingthrough it, occasionally visible underthe skin. This mutant loses 3 points ofINT and gains d2+1 mental mutations.

Microfish (D)Tiny fish that are inserted into therecipient’s eyes, they are true float-ers. Vision impairment and loss of 2 WILare the result.

Muscle Worms

As these animals dig into and burrowaround in the flesh, they drain 4 pointsof STR. To some it is well worth it,however, as the worms enhance the heal-ing processes of the body and providethe regenerative capacity mutation.

Neck LeechThis slimy creature hangs on the back ofthe mutant’s neck and taps into certainparts of the brain. It is the only knownsource of the genetic recall mutationand costs the mutant 2 points of WIL.

Scabby Eye A mutant turtle, this tiny creature re-

places one of the mutant’s eyes, costs 2CHA, and provides the bright eyes vari-ant of optic emissions.

Skin Jelly(fish) (D)The jellyfish’s tentacles grow through-

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out the recipient’s skin and make painmore acute. It induces the pain sensi-tivity drawback and costs 2 DEX.

Skin Mold (D)This infection causes the mutant to glowin the dark, as per the drawback. Evenworse, because it weakens the muscles,it also costs 2 points of STR.

Skin SnailsThese little animals are fused to theskin with their shells out, protectingthe host via the natural armor mutation.They are a bit painful and restrict move-ment and thus cost 2 DEX.

Skull Rat (D)This tiny mutant takes up living in themutant’s skull and whispers telepathi-cally with him. Effectively, it is thedefective dual cerebellum drawback andalso costs 2 CHA.

Spine Beetles (D)These tiny animals crawl all over thespine and are quite disconcerting to therecipient. They cost 2 WIL and inducethe dormancy drawback.

Throat Crab

This mutant arthropod digs into the voicebox and allows the mutant to use theshriek mutation. The sight is disgust-ing and costs the mutant 2 CHA.

Throat Mold (D)This fungus grows all over the mutant’sneck and throat. It emits an odor offresh, raw meat and draws predators frommiles away. It induces the prey sentdrawback and costs 2 CHA.

PLANT MUTATIONSAcclimateThe plant is totally immune to environ-mental hazards after spending three daysin said environment.

Adhesive SapThis mutant can spray “blood” that acts

as superglue. The range is 10’ and onlyaffects one target. Anything attackedmust save versus energy attacks or becovered in this sap. To forcibly removean object like a weapon, the victim mustmake a save versus poison and, if suc-cessful, takes 2d4 points of damage.Helmets and armor are special cases thatinflict more damage and possible scarring.

Aging TouchThis plant can activate a field once perday for 5 minutes. Anyone that comes incontact with the plant ages five yearsfor every round and must save versuspoison or be stunned for 2d4 rounds.

Chemical GlandThis mutant plant has an organ that al-lows it to replicate one substance. Itcould be industrial, like glue, or me-dicinal, like stim-shot A, and the Mu-tant Lord and player should work to-gether to decide what substance is cre-ated. Up to three doses can be manufac-tured each day.

Dazzling DisplayThis mutant plant has cells within itsbark and leaves that can make complexcolor changes. This can be used for com-

munication, but mostly is a visual ver-sion of fragrance development (plants).

Dormancy (D)This plant is “asleep” for two monthsout of the year. Most plants do this inthe winter or dry season, but a few“hibernate” in summer.

Glow in the Dark (D)This plant glows brightly enough that itcan be detected 20’ away. It is notbright enough to allow the mutant to

read in the dark.

Inedible Fruit (D)This plant’s fruit is nontoxic butcompletely inedible. It may be woodenor taste horrible. The plant must breakopen the fruit to release its seeds,otherwise they rot along with thefruit.

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Fireproof WoodFireproof wood was engineered by theElder People and considered a extremelyvaluable commodity today. It takes nodamage from normal fire and heat-basedattacks, although plasma can vaporize it.

Flexible WoodFlexible wood is easy to recognize, be-

New Materials

cause the plant loses its branches onthe opposite side of the typical winddirection — as the result of them beingbroken off when the tree smashes intothe ground. Uses for the wood includeboatmaking, as the planks are easy toshape, although masts and structuralbeams are made from other wood to prevent avessel from becoming deformed in the wind.

Metallic BarkThis plant draws heavy metals from thesoil and incorporates them into its bark.This reduces energy damage, includingradiation, by half.

Poisonous Spores (new variant) A plant with this mutation produces a

toxin that takes d4 days before causingdamage and spreads by contact. An indi-vidual so poisoned can affect four oth-ers and they can affect two others (butthere is no tertiary poisoning). This isa method meant to kill off swarms andhive-dwelling creatures.

Sonic DisruptionOnce per hour, this plant can emit apulse of sound that liquefies a certainmaterial. The range is 10’ and affects50 lb. of the material in question. Rolla d6 to determine the material affected:

Random Materials1 dead wood2 plastic3 mineral (specific), including

concrete and natural stone4 metal (specific)5 ML’s pick6 player’s pick

Spongy WoodThis only can be applied to trees andshrubs. An affected mutant’s wooden coreis full of holes and very flexible and,because of this, it takes half damagefrom falls and blunt melee weapons.

XenochemistryThis plant’s chemical makeup is alien tothe biosphere. Herbivores and omnivorestreat the plant as either inedible orpoisonous. The former means anyone eat-ing the mutant takes 6d8 points of dam-

age over 16 hours and the latter isequivalent to the toxic weapon muta-tion. The plant is also toxic to itspollinators unless they have the aber-rant form (xenochemistry) mutation and the same chemistry. Because of this,plants gaining this mutation usually dieout after just one generation.

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Creatures of the Wastelands

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New Terrain Types little life is found here generally con-sists of lichens, some scrub grasses,and whatever eats them.

Solid AirThese places have some strange effectfrom bygone technology of the ElderPeople. Travel is difficult and there isa chance for suffocation. Movement ratesare reduced to one third, attack rollssuffer a -4 penalty, and a save versuspoison must be made every hour or trav-elers will take 4d4 points of damagefrom suffocation. The save is at a -3penalty if the character was very activefor most of the hour.

Soup BowlsValleys and other depressions may col-lect biological and chemical weapons,also known as “the soup.” Only thehardest and most alien mutants cansurvive in these places. If a PC comesin contact with the soup, he must makea save versus poison at -15 or loseall but d4 hit points and gain 2 draw-back mutations (25%/25%/50% plant, men-tal, physical). This even applies topure humans, as the concentrated goooverwhelms their natural defensesagainst mutation.

Crystal FieldsThere are several types of crystal fields.Some of the hazards of passing through

them include toxic gas, crystals sharpenough cut through steel, blinding light,mind-blasting illusions, sink holes,mineral-based disease, nanites that in-flict drawbacks, and crystals that changeshape to disorent people (who then getlost in a maze of stone).

Green Zones (Fish Haven)These are places in the ocean where tech-nology or engineered organisms bring deepfertile water up to the surface. Alwaysfound far from land, they support a lot

more fish than the waters around them.People find these places to be gold minesof both food and danger. With such abounty, many mutant predators are foundin them as well.

Shattered LandsThese are places where kinetic weaponsstruck in such numbers that all the soil,creatures, and infrastructure were blownaway, leaving only bedrock. Dependingon the size of a shattered land, theclimate may remain the same. If rain isstill abundant, there are pools andstreams filled with dissolved minerals,which may or may not be toxic. What

Dust Storm This sort of hazard cuts down on vis-ibility. Anyone within a dust storm canonly see 5’.

Green Wilt A type of algae, green wilt covers plants

and starves them to death. The source ofthe wilt is not apparent until contactwith the plant is made. Alcohol killsgreen wilt.

OxycloudThese clouds of oxygen float about onthe wind and cause apparent aging ineverything within them. They tend to beobvious, as they cause plant life to

turn to dust within minutes. They ageanimals and minerals five years for ev-ery minute of contact.

SmogSmog consists of fog with any number oftoxic chemicals suspended in it. It mayvariously be treated as a poison or ra-diation.

non-creature hazards

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A Menagerie of Mutants and Mutations

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poison and radiation tables

Poison Class TableRolld00 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 TableRolld10 Class Fail Save Effects Save Effects1 1 1d6 damage None

2 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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Creatures of the Wastelands

Open Game License Version 1.0a The 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 products

contributed 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 Your Contributions 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 owner of 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 of any Product Identity used in Open Game Content shall retain allrights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You mustclearly indicate which portions of the work that you are distributing areOpen Game Content.

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 of

becoming aware of the breach. All sublicenses shall survive the termination of this License.14. Reformation: If any provision of this License is held to be

unenforceable, 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, Jeff Grubb, 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 of the Wastelands Copyright 2009 by Skirmisher Publishing LLC.

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D o you need more monsters and mutations for your post- apocalyptic, sci-fi, or fantasy game? If so, Creaturesof the Wastelands is what you are looking for! Fully

compatible with Mutant Future — as well as Labyrinth Lord and other games that use the familiar and easy-to-use “BasicD&D” rules introduced in the 1970s — this collection includes:

* A Foreword by Mutant Future role-playing game creatorDaniel Proctor.

* More than 200 new creatures, including the terrible GreatMother, several mutant dinosaurs, the warlike Lumbricid,the insideous Silver Sheet, and the mysterious Smart Stones.

* More than 50 mutations, including the new the Parasite mutation type and a number of Plant mutations.

* Several odds-and-ends, including new terrain types, new materials, and a number of non-creature hazards.

* Official Mutant Future Poison and Radiation Tables forconvenience of reference.

* Original illustrations by fantasy artists Dragan Ciric,Jeremy Pea, and William T. Thrasher.

This book is fully bookmarked and designed to be printer-friendly and easy-to-use and includes low-resolution screen-friendly and high-resolution printer-friendly versions bothof its cover surfaces and its interior pages.

D o you need more monsters and mutations for your post- apocalyptic, sci-fi, or fantasy game? If so, Creaturesof the Wastelands is what you are looking for! Fully

compatible with Mutant Future — as well as Labyrinth Lord and other games that use the familiar and easy-to-use “BasicD&D” rules introduced in the 1970s — this collection includes:

* A Foreword by Mutant Future role-playing game creatorDaniel Proctor.

* More than 200 new creatures, including the terrible GreatMother, several mutant dinosaurs, the warlike Lumbricid,the insideous Silver Sheet, and the mysterious Smart Stones.

* More than 50 mutations, including the new the Parasite mutation type and a number of Plant mutations.

* Several odds-and-ends, including new terrain types, new materials, and a number of non-creature hazards.

* Official Mutant Future Poison and Radiation Tables forconvenience of reference.

* Original illustrations by fantasy artists Dragan Ciric,Jeremy Pea, and William T. Thrasher.

This book is fully bookmarked and designed to be printer-friendly and easy-to-use and includes low-resolution screen-friendly and high-resolution printer-friendly versions bothof its cover surfaces and its interior pages.

D o you need more monsters and mutations for your post- apocalyptic, sci-fi, or fantasy game? If so, Creaturesof the Wastelands is what you are looking for! Fully

compatible with Mutant Future — as well as Labyrinth Lord and other games that use the familiar and easy-to-use “BasicD&D” rules introduced in the 1970s — this collection includes:

* A Foreword by Mutant Future role-playing game creatorDaniel Proctor.

* More than 200 new creatures, including the terrible GreatMother, several mutant dinosaurs, the warlike Lumbricid,the insideous Silver Sheet, and the mysterious Smart Stones.

* More than 50 mutations, including the new the Parasite mutation type and a number of Plant mutations.

* Several odds-and-ends, including new terrain types, new materials, and a number of non-creature hazards.

* Official Mutant Future Poison and Radiation Tables forconvenience of reference.

* Original illustrations by fantasy artists Dragan Ciric,Jeremy Pea, and William T. Thrasher.

This book is fully bookmarked and designed to be printer-friendly and easy-to-use and includes low-resolution screen-friendly and high-resolution printer-friendly versions bothof its cover surfaces and its interior pages.

D o you need more monsters and mutations for your post- apocalyptic, sci-fi, or fantasy game? If so, Creaturesof the Wastelands is what you are looking for! Fully

compatible with Mutant Future — as well as Labyrinth Lord and other games that use the familiar and easy-to-use “BasicD&D” rules introduced in the 1970s — this collection includes:

* A Foreword by Mutant Future role-playing game creatorDaniel Proctor.

* More than 200 new creatures, including the terrible GreatMother, several mutant dinosaurs, the warlike Lumbricid,the insideous Silver Sheet, and the mysterious Smart Stones.

* More than 50 mutations, including the new the Parasite mutation type and a number of Plant mutations.

* Several odds-and-ends, including new terrain types, new materials, and a number of non-creature hazards.

* Official Mutant Future Poison and Radiation Tables forconvenience of reference.

* Original illustrations by fantasy artists Dragan Ciric,Jeremy Pea, and William T. Thrasher.

This book is fully bookmarked and designed to be printer-friendly and easy-to-use and includes low-resolution screen-friendly and high-resolution printer-friendly versions bothof its cover surfaces and its interior pages.

D o you need more monsters and mutations for your post- apocalyptic, sci-fi, or fantasy game? If so, Creaturesof the Wastelands is what you are looking for! Fully

compatible with Mutant Future — as well as Labyrinth Lord and other games that use the familiar and easy-to-use “BasicD&D” rules introduced in the 1970s — this collection includes:

* A Foreword by Mutant Future role-playing game creatorDaniel Proctor.

* More than 200 new creatures, including the terrible GreatMother, several mutant dinosaurs, the warlike Lumbricid,the insideous Silver Sheet, and the mysterious Smart Stones.

* More than 50 mutations, including the new the Parasite mutation type and a number of Plant mutations.

* Several odds-and-ends, including new terrain types, new materials, and a number of non-creature hazards.

* Official Mutant Future Poison and Radiation Tables forconvenience of reference.

* Original illustrations by fantasy artists Dragan Ciric,Jeremy Pea, and William T. Thrasher.

This book is fully bookmarked and designed to be printer-friendly and easy-to-use and includes low-resolution screen-friendly and high-resolution printer-friendly versions bothof its cover surfaces and its interior pages.