TEXT:  
   
   
  
   
   
   
   
   
  DEVIANT 
  DATABAsE 
   
   
  A Compendium of 
  Mutants and Miscreants 
  Discovered in 
  The Savage AfterWorld 
   
   
  By Tim “Sniderman” Snider 
  With Illustrations by Jeremy Pea, 
  Colin Chapman, and “Atomic Ray” 
   
   
   
   
  Mutant FutureTM is copyright 2008, Daniel Proctor and Ryan Denison. Mutant FutureTM 
  and Mutants & MazesTM are trademarks of Daniel Proctor. These trademarks are used 
  under the Mutant FutureTM Trademark License 1.1 available at www.goblinoidgames.com. 
  Deviant 
  Database 
  is 
  copyright 
  2012, 
  Tim 
  Snider, 
  The 
  Savage 
  AfterWorld, 
  www.savageafterworld.com. All artwork within is copyrighted by its respective 
  artist who retains all rights to his respective work. All artwork is used with 
  permission of the original artist. Cover artwork © 2012, Rick Hershey. All rights 
  reserved. No part of this book may be reproduced or transmitted in any form or by 
  any means, electronic or mechanical, including photocopying, recording, or by any 
  information storage and retrieval system without written permission from the author, 
  except for the inclusion of brief quotations in a review. TSAW 01 
   
  
   
  DEDICATION 
  This book is dedicated to my three favorite mutants: Chris (my wife), Trixi, and 
  Lily. It may not be my “Great American Novel,” but it’s a start. 
   
  INTRODUCTION 
  Some may think that this book started life as a series of posts at my post-
  apocalyptic RPG blog, The Savage AfterWorld (www.savageafterworld.com). Wrong. Way 
  back in 1983, High School Sniderman cobbled together a notebook filled with RPG 
  monsters of his own design, complete with unbalanced stat boxes, overpowered 
  abilities, and poorly drawn sketches. That notebook, titled “Weird Works,” sits 
  next to me as I hammer out this Introduction. 
   
  You see, my favorite part of any role-playing game is pouring over the various 
  monsters, creatures, and mutants within its pages. The first RPG book I ever bought 
  was the original AD&D “Monster Manual,” and I recall skipping school to pick up the 
  “Monster Manual II” on release day. What can I say? I’m a sucker for every manual, 
  folio, catalog, and compendium released for my favorite RPGs. 
   
  I started The Savage AfterWorld with the purpose of creating supplemental material 
  for Goblinoid Games’ “Mutant Future” RPG with a focus on the twisted creatures that 
  roamed the blasted earth. I never thought I’d accumulate enough to fill a “monster 
  manual” of my own. When it seemed I had enough for “Weird Works II,” I set about 
  compiling them all, reworking them as needed, and asking some of the members of the 
  Gobinoid Games’ forums to help out with the artwork. You now hold the end result in 
  your hands. (Or you’re looking at it on-screen, depending on your preference.) 
   
  I decided to name this inaugural effort “Deviant Database” in keeping with the 
  alliterative titles of other such collective works as “Monster Manual,” “Fiend 
  Folio,” “Creature Catalogue,” and “Mutant Manual.” Plus, I liked the imagery of a 
  computerized database compiled by a long-forgotten biologist that was somehow 
  discovered and accidentally accessed by your rag-tag team of future mutants.  
   
  All of the apocalyptic aberrations within are of my own design, although some have 
  been inspired by folklore, legend, Internet memes, and, yes, a certain ‘80s cartoon 
  barbarian. In fact, two or three of these creatures crawled out of that earlier 
  1980s notebook, demanding to see the light of day once more. Be sure to sic ‘em on 
  your PCs for me. They’d appreciate the carnage after 30 years of inaction. 
   
  Your Friendly Neighborhood Sniderman 
  
   
   
  ARMORED DILLO 
  ATOMICOW 
  BEARSHARKTOPUS 
  BLOOD HOUND 
  BOULDEROID 
  BRAIN LORD 
  BRAINDEER 
  BUZZERD 
  CARNIVOROUS CAVE 
  DEER 
  CAW-CAW 
  CHATTERER 
  CHEETAHPEDE 
  CHRONOPHAGE 
  CORTELLA 
  CRABHEMOTH 
  CROCOTINAE 
  CRUMBLE MOLD 
  CYCLOPEAN 
  DAGGERHARE 
  DODO-LEECH 
  DRAGONFIRE 
  DROPBEAR 
  EATER BUNNY 
  FAKER 
  FEAR FEEDER 
  (BOOGEYMAN) 
  FELOID 
  FLAMEWHALE 
  FLESHMELT 
  FLYNOCEROUS 
  FUR SERPENT 
  GALLOWS 
  GAMMA HARE 
  GATOROID 
  GLASS PLASM 
  GLUEWORM 
  GLUVBLUME 
  GREAT WHITE GULL 
  GRINDHOG 
  GRIZZLY BOA 
  GUARDBARK 
  HEADSORB 
  HUMMINGOAT 
  HYDROID 
  ICE WOLF 
  JACKET 
  JAGUIRREL 
  LASER BEAR 
  LAZARMS 
  LEATHERWING 
  LECTRIC BUG 
  LEPERKAHN 
  LIZZORSE 
  MAIRCAN IGGLE 
  MARSH HULK 
  MECHANIBAL 
  MEDUSAWEED 
  MOLTEN FIEND 
  NANOMITE SWARM 
  NECROBEAST 
  OCEANBROOD 
  OCTOSHARK 
  PARASCREECH 
  PFRTZ 
  POLONIUM IVY 
  POZZUM 
  PROMETHEOID 
  PSYETI 
  PUMPKING 
  QOYL 
  RATTLING 
  SALVO 
  SCHLEPROCK 
  SCURRIER 
  SEABEAST 
  SHRIKE 
  SKUNKAPE 
  SKWIRM 
  SKY DRAGON 
  SLIMENOID 
  SOULRIDER 
  SPIDERLING 
  SYNCHECHO 
  TASER THISTLE 
  TICKULA 
  TIGRANHA 
  URSINE GOBBLER 
  VITOSSEIN 
  WOLF-APE 
  WORM BURNER 
  WUUDCHAK 
  ZEBRANT 
   
   
  
   
  ARMORED DILLO 
  No. Enc.: 1d4 
  Alignment: Neutral 
  Movement: 120’ (40’) 
    Rolling: 240’ (80’) 
  Armor Class: 2 
  Hit Dice: 9 
  Attacks: 2 or 1 
    (claw/claw or crushing roll) 
  Damage: 1d12/1d12 or 2d12 
  Save: L5 
  Morale: 10 
  Hoard Class: VII 
   
  The Armored Dillo is a large (7’ tall) 
  bipedal 
  mutant 
  with 
  thick 
  natural 
  armor plating and long iron-like claws. 
  Because of its size, strength, and 
  armor, it’s sometimes referred to as a 
  “rolling tank.” 
   
  The Dillo’s natural armor mutation 
  bestows upon it a fairly high armor 
  class rating, making it very difficult 
  to 
  injure. 
  Its 
  claws 
  (natural 
  weaponry) are mostly used for digging 
  the burrows in which it lives, as well 
  as digging up the grubs and roots it 
  eats as its main source of food. 
  However, these claws can be used by 
  the Dillo in combat, doing 1d12 hit 
  points of damage for each that hits. 
   
  The Dillo moves as fast as any other 
  biped, but it has another mode of 
  travel. The Dillo can tuck itself into 
  a ball and roll along the ground at 
  twice its normal rate of speed, as if 
  it had the quickness mutation. While 
  in this form, the Dillo can travel 
  uphill at its increased rate of speed 
  without slowing down. It can also 
  determine the best path to take, as it 
  is not “blinded” when travelling in 
  this manner. (It’s as if it has some 
  kind of “radar sense” when in ball 
  form which allows it to effectively 
  “see” the terrain and obstacles.) When 
  in its ball form, the Dillo can also 
  use this as a form of attack. It can 
  ram into a PC with a crushing roll 
  attack, 
  doing 
  2d12 
  hit 
  points 
  of 
  damage with the collision. 
   
  Dillos are found in desert and arid 
  terrain. They are slightly above most 
  other animals in intelligence, able to 
  problem-solve and use tools (along the 
  same levels as chimps and dolphins). 
  Dillos will normally avoid any kind of 
  confrontation, 
  but 
  will 
  wade 
  into 
  combat 
  without 
  hesitation 
  if 
  threatened of angered. 
   
  Mutations: 
  natural 
  armor, 
  natural 
  weaponry, quickness (special form) 
   
   
  ATOMICOW 
  No. Enc.: 4d10 
  Alignment: Neutral 
  Movement: 90’ (30’) 
  Armor Class: 7 
  Hit Dice: 2 
  Attacks: Special 
  Damage: Special 
  Save: L1 
  Morale: 4 
  Hoard Class: None 
  
   
  The Atomicow looks like any other 
  standard 
  bovine 
  beast 
  of 
  burden, 
  except that it has softly glowing eyes 
  and a slight green glow about it. They 
  are 
  incredibly 
  docile 
  and 
  gentle 
  creatures, but ironically they are 
  also 
  one 
  of 
  the 
  most 
  dangerous 
  creatures to roam the wastelands. Due 
  to 
  its 
  molecular 
  instability 
  from 
  generations of exposure to radiation 
  and toxins, there is a good chance 
  that an Atomicow will explode with the 
  force of a fragmentation grenade if 
  frightened, startled, or injured. 
   
  The Atomicow is never found in the 
  wild by itself; rather it is a herd 
  animal found in large roving groups of 
  4d10 Atomicattle. These herds will be 
  found wandering the plains, quietly 
  grazing, mooing softly. Smart PCs may 
  notice that the herd is surprisingly 
  undisturbed and unhunted by natural 
  predators. 
   
  An Atomicow is very skittish and tense, 
  and stress or a high heart rate could 
  trigger the Cow’s explosive reaction 
  mutation. If an Atomicow is startled, 
  it has a 20% chance of exploding, 
  atomizing the Cow and harming those 
  who are too close to ground zero. This 
  explosion will do 6d6 hit points of 
  damage to all within 60 feet of the 
  explosion. If an Atomicow is injured, 
  it 
  has 
  a 
  percentage 
  chance 
  of 
  exploding 
  equal 
  to 
  the 
  amount 
  of 
  damage done, or 20%, whichever is 
  higher (i.e., if it takes 30 hit 
  points of damage from a laser shot, it 
  has a 30% chance of exploding; if it 
  takes 4 hit points from a dagger, the 
  chance of it exploding is 20% rather 
  than the 4% from the dagger). 
   
  An exploding Atomicow is bad enough. 
  Where the true danger lies is if 
  nearby 
  Cows 
  are 
  harmed 
  when 
  one 
  explodes. When these nearby Cows are 
  startled or injured, a potential chain 
  reaction could be triggered. Example: 
  The initial Cow is injured, and it 
  explodes for 24 hit points of damage. 
  Those Cows within 60 feet will, in 
  turn, have a 24% chance of exploding. 
  Any of THOSE that explode may trigger 
  other nearby Cows. It is said that 
  Western horizons occasionally light up 
  from the sheer magnitude of a herd of 
  exploding Atomicattle. 
   
  Interestingly, the meat of an Atomicow 
  is 
  very 
  much 
  sought-after 
  as 
  a 
  delicacy and will fetch a hefty price 
  from any food vendor or barterer. Of 
  
   
  course, the trick is how to “harvest” 
  the 
  meat 
  without 
  causing 
  a 
  catastrophic explosive chain reaction 
  amongst the herd. 
   
  Mutations: explosive reaction 
   
   
  BEARSHARKTOPUS 
  No. Enc.: 1 (1d3) 
  Alignment: Chaotic 
  Movement: 120’ (40’) 
  Armor Class: 4 
  Hit Dice: 7 (x2, see following) 
  Attacks: 3 (two tentacles, bite) 
  Damage: 1d6/1d6/2d10 
  Save: L4 
  Morale: 10 
  Hoard Class: VI 
   
  The 
  Bearsharktopus 
  is 
  a 
  mutant 
  conglomerate 
  of 
  three 
  aggressive 
  Ancient 
  creatures: 
  the 
  body 
  of 
  a 
  grizzly bear, the head of a great 
  white shark, and the tentacles of a 
  giant octopus. It is unknown whether 
  it’s a genetic experiment run amok or 
  a result of a typical Mutant Future 
  mutation. 
  The 
  Bearsharktopus 
  is 
  typically found near large fresh-water 
  rivers and lakes where it feeds on 
  fish 
  and 
  waterfowl. 
  But 
  the 
  Bearsharktopus is a ravenous carnivore, 
  so it will also feed on any living 
  thing that ventures into its territory. 
   
  The Bearsharktopus first attacks with 
  two 
  tentacles 
  for 
  1d6 
  hit 
  points 
  damage each. Upon a successful hit, a 
  tentacle will grasp and crush a victim 
  for 
  1d6 
  hit 
  points 
  of 
  additional 
  damage on each successive round. For 
  each 
  tentacle 
  that 
  has 
  grasped 
  a 
  victim, the PC suffers a cumulative 
  attack penalty of –1. (See the Giant 
  Octopus entry in the MF rulebook, pg. 
  87, for more information on tentacle 
  attacks.) 
  The 
  gaping 
  maw 
  of 
  a 
  Bearsharktopus is to be feared and 
  avoided 
  because 
  a 
  successful 
  bite 
  attack will deal 2d10 hit points of 
  damage to the unfortunate victim. 
   
  Because of its increased constitution 
  mutation, 
  the 
  Bearsharktopus 
  never 
  tires or weakens. The Mutant Lord 
  should also multiply the creature’s 
  hit dice roll by 2 when determining 
  hit point totals. (For example, a hit 
  dice roll of 35 would be doubled for a 
  final hit point total of 70.) However, 
  the Bearsharktopus developed without 
  ears or a sense of hearing, so the 
  creature 
  suffers 
  from 
  the 
  sensory 
  deficiency 
  (deafness) 
  drawback. 
  
   
  Therefore, it’s fairly easy to sneak 
  up on one or avoid it. But if it spies 
  a PC, it’ll never give up until it 
  catches and devours him. 
   
  Mutations: 
  increased 
  constitution, 
  sensory deficiency (deafness) 
   
   
  BLOOD HOUND 
  No. Enc.: 2d4 (2d6) 
  Alignment: Neutral 
  Movement: 120’ (40’) 
  Armor Class: 6 
  Hit Dice: 6 
  Attacks: 1 (bite, special) 
  Damage: 2d6 
  Save: L4 
  Morale: 9 
  Hoard Class: None 
   
  At a distance, Blood Hounds look very 
  similar to Rot Dogs (MF rulebook, pg. 
  92). However, they are much larger in 
  size and do not seem to have the 
  rotting 
  stench 
  of 
  their 
  smaller 
  “cousins.” 
   
  Blood Hounds have a bite that causes 
  the victim to acquire the mutation 
  hemophilia 
  if 
  a 
  saving 
  throw 
  vs. 
  poison fails. This mutation is similar 
  to the mutation bestowed by the bite 
  of a Hemofowl (MF rulebook, pg. 75) 
  and is permanent. Blood Hounds also 
  have increased smell, enabling them to 
  pick up scents at 180 feet as well as 
  track a victim unerringly. 
   
  Blood 
  Hounds 
  aren’t 
  particularly 
  violent, but they will attack a PC if 
  threatened, scared, or trained to do 
  so. Blood Hounds are often kept as 
  pets 
  by 
  traders 
  and 
  wasteland 
  travellers due to their loyalty and 
  fearlessness when set upon a bandit or 
  marauder. 
   
  Mutations: 
  toxic 
  weapon, 
  increased 
  smell 
   
   
  BOULDEROID 
  No. Enc.: 1d6 (3d6) 
  Alignment: Neutral 
  Movement: 60’ (20’) 
  Armor Class: 4 
  Hit Dice: 9 
  Attacks: 1 (fist) 
  Damage: 2d6 + 3d6 (strength) 
  Save: L5 
  Morale: 9 
  Horde Class: XIII 
   
  Boulderoids are 7-foot-tall humanoids 
  with a stone-like outer shell. This 
  rocky coating acts as a natural armor, 
  bestowing an armor class of 4 to the 
  creatures. However, this granite skin 
  inhibits 
  a 
  Boulderoid’s 
  movements 
  (treat as per the slow mutation), 
  causing them to move only 60’ per turn. 
  They are voiceless, soundless, and 
  seemingly 
  without 
  any 
  means 
  of 
  communication. It is thought these 
  creatures are driven only by instinct, 
  though there may be a rudimentary 
  telepathy amongst the members of a 
  
   
  Boulderoid 
  “family,” 
  but 
  this 
  is 
  unconfirmed. 
   
  Due 
  to 
  their 
  decreased 
  speed, 
  Boulderoids only attack once every 
  other 
  round. 
  But 
  although 
  slow, 
  Boulderoids deal a lot of damage due 
  to their increased strength. Their 
  hardened fists deal 2d6 hit points of 
  damage, plus an additional 3d6 hit 
  points due to their strength. In other 
  words, a Boulderoid may not hit very 
  often, but it will deal a lot of 
  damage when it does. 
   
  Boulderoids live deep underground in 
  massive caves and caverns. They will 
  always be found living near a mineral-
  rich underground pool. Upon hatching 
  from 
  a 
  boulder-like 
  egg, 
  a 
  baby 
  Boulderoid is carried to this pool and 
  dipped into it. The pool’s minerals 
  instantly bond to the child’s flesh, 
  hardening it to the rocky shell unique 
  to the Boulderoid race. 
   
  However, 
  although 
  it 
  is 
  safe 
  for 
  Boulderoids to come into contact with 
  this liquid, the mineral-rich pool is 
  incredibly 
  dangerous 
  for 
  others. 
  Anyone who so much as touches this 
  pool (or falls into it) will be 
  instantly encased in the same rocky, 
  unbreakable, unmoving shell, trapped 
  forever 
  in 
  the 
  stony 
  cocoon. 
  Boulderoids 
  will 
  often 
  set 
  these 
  “living statues” at the entrance of 
  their cave complex as a warning to 
  outsiders to stay away. 
   
  Mutations: slow mutant, natural armor, 
  increased strength 
   
  BRAIN LORD 
  No. Enc.: 1 
  Alignment: Chaotic 
  Movement: 120’ (40’) 
  Armor Class: 6 
  Hit Dice: 13 
  Attacks: 1 
  Damage: Special 
  Save: L9 
  Morale: 9 
  Hoard Class: III, IV, IX, XXI 
   
  Deep in the cavernous recesses of 
  every Brain Lasher lair (MF rulebook, 
  page 63) is rumored to lurk their 
  
   
  mysterious evil leader: the Brain Lord. 
  If the Brain Lashers are the despised, 
  feared, 
  monstrous 
  despots 
  of 
  the 
  Mutant Future, then the Brain Lord is 
  their 
  intellectual 
  ruler. 
  However, 
  there is currently no one who has ever 
  admitted to encountering one; rather 
  their 
  existence 
  is 
  the 
  stuff 
  of 
  legends and nightmares. 
   
  A Brain Lord appears to be a large (6 
  feet 
  long), 
  floating, 
  disembodied 
  brain with a set of glowing yellow 
  eyes leering from the front lobe. A 
  Brain Lord never speaks nor does it 
  communicate with any save its Brain 
  Lasher minions. It is usually found at 
  the deepest, most isolated chamber of 
  a 
  Brain 
  Lasher 
  stronghold, 
  manipulating its underlings to further 
  the Brain Lasher agenda. 
   
  A Brain Lord has all of the same 
  abilities 
  as 
  its 
  Brain 
  Lasher 
  underlings, with the addition of three 
  other abilities. The Brain Lord has 
  developed psionic flight, allowing it 
  to float about as it wishes. This 
  ability is considered always active 
  and requires no concentration on the 
  behalf of the Brain Lord. 
   
  The Brain Lord is also able to use its 
  metaconcert ability to mentally “link” 
  to all Brain Lashers nearby. It uses 
  this ability to issue commands to all 
  at once, as well as to alert everyone 
  to immediate dangers and threats. When 
  triggered, all Brain Lashers within 
  1,000 feet will be linked to one 
  another, seeing and knowing what any 
  one of them experiences. Finally, the 
  Brain 
  Lord 
  can 
  trigger 
  a 
  killing 
  sphere once a day. All within 25 feet 
  will immediately drop to 1 hit point. 
  Victims 
  must 
  also 
  save 
  vs. 
  stun 
  attacks or be rendered unconscious for 
  1d10 rounds. The Brain Lord uses this 
  ability only as a last resort if death 
  is imminent or if escape otherwise is 
  impossible. 
   
   
   
  Although the usual Brain Lasher lair 
  holds 1d3 of them, a Brain Lord will 
  only be found in larger Brain Lasher 
  communities containing 1d12 of the 
  creatures all beholden to the Brain 
  Lord. It is said there is a Brain 
  Master 
  back 
  on 
  the 
  Brain 
  Lasher 
  homeworld that all Brain Lords answer 
  to, but this is the stuff of nightmare 
  speculation.  
   
  Mutations: ancestral form, mind thrust, 
  plane shift, possession, precognition, 
  thermal 
  vision, 
  psionic 
  flight, 
  metaconcert, killing sphere 
  
   
  BRAINDEER 
  No. Enc.: 1d6 (3d6) 
  Alignment: Neutral 
  Movement: 180’ (60’) 
  Armor Class: 7 
  Hit Dice: 3 
  Attacks: 1 (electrical shock) 
  Damage: 3d6 
  Save: L2 
  Morale: 5 
  Horde Class: None 
   
  Braindeer 
  are 
  large 
  mutant 
  deer 
  capable of delivering deadly electric 
  shocks. All Braindeer, both male and 
  female, have a large set of antlers as 
  well as eyes that grow with an eerie 
  blue tint. The antlers constantly fire 
  out 
  random 
  arcs 
  of 
  bluish-white 
  electrical current, much like a Tesla 
  coil apparatus. This is due to the 
  Braindeer’s 
  energy-retaining 
  cell 
  structure. These arcs of electricity 
  can be directionally “fired” by the 
  Braindeer, doing 3d6 hit points of 
  electrical damage upon a successful 
  hit. 
   
  Braindeer also have the mutation of 
  body adjustment. Once per day, they 
  can heal all points of damage they 
  have taken. Also, in a life-or-death 
  situation, the Braindeer can double 
  its movement rate to 360’ (120’) for 
  3d10 
  rounds, 
  making 
  for 
  a 
  speedy 
  escape. 
   
  Although they may seem to be fairly 
  courageous due to their offensive and 
  defensive 
  abilities, 
  Braindeer 
  are 
  very skittish when around primitive 
  firearms. 
  They 
  have 
  a 
  phobia 
  of 
  “hoplophobia,” a fear of firearms, 
  perhaps left over from the Ancient 
  years when they were hunted for sport 
  and food. 
   
   
  If 
  a 
  Braindeer 
  hears 
  a 
  primitive 
  gunshot or sees a primitive pistol or 
  rifle being brandished, they will use 
  their body adjustment mutation and, 
  with their movement doubled, will take 
  off in a panic. Oddly, they will not 
  react this way to handheld weapons 
  (clubs, 
  spears, 
  etc.) 
  nor 
  to 
  futuristic weaponry. 
   
  Mutations: 
  energy-retaining 
  cell 
  structure, 
  body 
  adjustment, 
  phobia 
  (primitive guns and gunfire) 
  
   
  BUZZERD 
  No. Enc.: 2d4 (2d6) 
  Alignment: Chaotic 
  Movement: 120’ (40’) 
  Armor Class: 6 
  Hit Dice: 7 
  Attacks: 1 (weapon) 
  Damage: As per weapon 
  Save: L4 
  Morale: 8 
  Hoard Class: VII 
   
  Buzzerds are wingless, long-necked, 
  bird-like bipeds who are fairly strong 
  and fearless. However, Buzzerds have 
  no real motivation or drive of their 
  own, preferring to follow the orders 
  of 
  a 
  strong 
  charismatic 
  leader. 
  Because 
  of 
  this 
  blind 
  loyalty, 
  Buzzerds are often found working as 
  lackies for a local baron or overlord. 
   
  Buzzerds do not have wings or any 
  other ability to fly, although they 
  have the face, beak, and feathers of 
  an Ancient avian carrion eater. They 
  are never found without their backpack 
  where they keep all of their valuables. 
  (It is thought that the backpack also 
  helps hide whatever vestigial stumps 
  remain of what were once their wings.)  
   
  Buzzerds have the mutation of shriek, 
  preferring 
  to 
  let 
  loose 
  with 
  a 
  bloodcurdling scream when they enter 
  battle. Buzzerds can be found using 
  any kind of weapon, although, when 
  trying to accumulate slaves for its 
  master, they prefer to use a man-
  catcher. This large fork-like polearm 
  ends in a large claw-like apparatus 
  and is used to snare, entrap, and 
  otherwise capture a victim. 
   
   
   
  On a successful hit, the man-catcher 
  has ensnared a victim. If three or 
  more Buzzerds ensnare the same target, 
  that victim is immobilized. 
   
  Buzzerds 
  feed 
  only 
  on 
  dead 
  and 
  decaying carrion. Those employed by an 
  overlord may very well work for the 
  “scraps” left behind after the baron’s 
  minions are finished with an opposing 
  village or defiant opponent. 
   
  Mutations: shriek 
   
  
   
  CARNIVOROUS CAVE DEER 
  No. Enc.: 1d4 (1d6) 
  Alignment: Neutral 
  Movement: 180’ (60’) 
  Armor Class: 7 
  Hit Dice: 4 
  Attacks: 2 (butt, bite) 
  Damage: 1d6/1d4 
  Save: L2 
  Morale: 8 
  Hoard Class: None 
   
  Certainly one of the more frightening 
  underground 
  dwellers 
  for 
  a 
  future 
  mutant to encounter, the Carnivorous 
  Cave Deer lurks deep in the recesses 
  of the earth, watching and waiting for 
  victims to enter its lair. 
   
  Cave Deer attack with a head butt for 
  1d6 hit points of damage, followed by 
  a toothy bite for 1d4 hit points. 
  Attackers need to be wary when making 
  contact with a Cave Deer because they 
  are hairless and coated with a thick 
  dermal poison slime. This poison is 
  Class 4, doing 4d6 hit points of 
  damage if a save vs. poison fails 
  (half-damage 
  if 
  the 
  save 
  is 
  successful). 
  A 
  Cave 
  Deer 
  lair 
  is 
  doubly dangerous, as the walls and 
  floors 
  are 
  also 
  coated 
  with 
  this 
  poisonous slime, making it a very 
  dangerous chamber to enter. 
   
  Cave Deer have adapted well to the 
  dark recesses of the caverns. They are 
  able to see very well using their 
  thermal 
  vision 
  and 
  night 
  vision 
  mutations. They prefer to lurk in the 
  shadows 
  and 
  recesses, 
  attacking 
  a 
  victim from behind. Cave Deer also 
  have the empathy mutation, preferring 
  to 
  instill 
  blind 
  terror 
  in 
  their 
  victims. While the victim is racing 
  around in a panic (or, better yet, 
  cowering in a corner), the Cave Deer 
  will strike. 
   
  Mutations: 
  thermal 
  vision, 
  night 
  vision, dermal poison slime, empathy 
   
   
  CAW-CAW 
  No. Enc.: 1 flock (consisting of 1d100 
  Caw-Caws) 
  Alignment: Neutral 
  Movement: Fly: 140’ (60’) 
  Armor Class: 7 
  Hit Dice: Hit points equal to No. 
  Enc.; HD = HP/5, rounded up 
  Attacks: 1 (multiple pecks) 
  Damage: 1d12 
  Save: L2 
  Morale: 7 
  Horde Class: None 
   
  The Caw-caw is a miniature version of 
  the common crow or raven. It is a 
  small black bird, 4 inches in wingspan, 
  about the size of a large butterfly. 
  The Caw-caw gets its name from the 
  “caw-caw” call it makes. A single Caw-
  caw by itself is hardly a threat. 
  However, the Caw-caw always travels in 
  an insect-like swarm. The birds stay 
  in constant contact with each other 
  through its metaconcert mutation. For 
  all practical purposes, the Mutant 
  Lord should treat a Caw-caw flock as 
  
   
  one large entity consisting of 1d100 
  individual Caw-caws. 
   
  When attacking, a Caw-caw flock will 
  engulf a victim in a swirling mass. 
  The numerous pecks of the many Caw-
  caws will do 1d12 hit points of damage. 
  Because each Caw-caw has only 1 hit 
  point, the entire flock’s hit point 
  total 
  is 
  equal 
  to 
  the 
  number 
  encountered. 
   
  Because they travel in a tight mass, a 
  successful hit will “kill” as many 
  Caw-caws 
  as 
  the 
  amount 
  of 
  damage 
  rolled. (For example: A flock of 30 
  Caw-caws is hit for 6 hit points of 
  damage. Six are killed, and there will 
  be 
  24 
  Caw-caws 
  remaining 
  in 
  the 
  flock.) When rolling for their attack, 
  take the Caw-caws’ current hit point 
  total and divide by 5, rounding up, 
  for their HD “total.” Therefore, a 
  flock of 40 Caw-caws will attack as an 
  8 HD creature. If a party kills 15 of 
  them during a round of combat, the 
  flock will be down to 25 hit points 
  and will attack as a 5 HD creature 
  during the next round of combat. 
   
  Because of the strong mental unity of 
  these birds, the flock has the ability 
  to “bounce” mental attacks back upon 
  an attacker through a form of mind 
  reflection. It is not a wise idea to 
  try to drive them off with mental 
  abilities 
  because 
  this 
  could 
  be 
  disastrous for the PC. Caw-caws live 
  as one unit in large trees or in 
  multiple ground nests. If a PC sees a 
  large 
  mass 
  of 
  small 
  black 
  birds 
  approaching, it’s best to hide and 
  wait for them to pass. There’s a 
  reason a flock of Caw-caws is referred 
  to as a “murder.” 
   
  Mutations: 
  mind 
  reflection, 
  metaconcert 
   
   
  CHATTERER 
  No. Enc.: 1d4 
  Alignment: Neutral 
  Movement: 120’ (40’) 
  Armor Class: 4 
  Hit Dice: 9 
  Attacks: 3 (bite, two claws) 
  Damage: 1d8/1d10/1d10 
  Save: L5 
  Morale: 9 
  Hoard Class: VII 
   
  Getting its name from the clicking and 
  clacking it makes with its claws and 
  mandibles, the Chatterer is a giant 
  mutant beetle with an incredibly heavy 
  exoskeleton. They are normally found 
  in caves and other underground caverns, 
  preferring to leap out of the darkness 
  to surprise a victim. 
   
  The Chatterer attacks with its two 
  giant 
  pincer 
  claws, 
  grabbing 
  and 
  crushing a victim for 1d10 hit points 
  of damage. They may also lift a victim 
  to its mouth, biting them for an 
  additional 1d8 hit points. It is very 
  difficult to successfully attack a 
  Chatterer as their natural armor is 
  nearly impenetrable. However, they are 
  
   
  very adverse to fire and will take an 
  extra 
  1d6 
  hit 
  points 
  of 
  damage 
  whenever they come into contact with 
  it 
  or 
  are 
  attacked 
  with 
  fire. 
  Chatterers 
  have 
  only 
  an 
  insectoid 
  intelligence and cannot be trained or 
  otherwise 
  tamed. 
  They 
  attack 
  by 
  instinct only. Some bandits have been 
  known to trap a Chatterer, letting it 
  get nice and hungry before releasing 
  it onto a foe. Chatterers have also 
  wandered into villages, attacking and 
  consuming 
  the 
  weak 
  and 
  the 
  small 
  before 
  being 
  driven 
  out 
  by 
  the 
  villagers. A rampaging Chatterer is a 
  dangerous creature to contend with. 
   
  Mutations: natural armor, epidermal 
  susceptibility (fire) 
   
   
  CHEETAHPEDE 
  No. Enc.: 1 (1d3) 
  Alignment: Neutral 
  Movement: 350’ (150’) 
  Armor Class: 4 
  Hit Dice: 4 
  Attacks: 1d4 (bite, up to 3 claws) 
  Damage: 1d8/1d6/1d6/1d6 
  Save: L2 
  Morale: 8 
  Hoard Class: VI 
   
  The Cheetahpede (pronounced CHEE-tah-
  peed) belongs to the family of Large 
  Cats (MF Rulebook, pg. 65) albeit with 
  one 
  very 
  obvious 
  mutation. 
  The 
  Cheetahpede 
  has 
  7 
  pairs 
  of 
  legs, 
  making it one of the fastest land 
  animals in the Mutant Future. In an 
  open, flat area, Cheetahpedes can move 
  at 
  speeds 
  slightly 
  over 
  100 
  MPH. 
  Outrunning a Cheetahpede on foot is 
  impossible. A character’s odds are 
  only slightly better if in a vehicle. 
  A Cheetahpede will always give chase 
  if an opponent runs away, so it’s best 
  to not engage one. 
   
  If a Cheetahpede attacks, it should be 
  noted they have a large number of 
  claws 
  potentially 
  available. 
  The 
  
   
  Mutant Lord should roll 1d4 at the 
  beginning of each combat turn for the 
  Cheetahpede. If a 1 is rolled, the 
  Cheetahpede will only bite for 1d8 hit 
  points of damage if successful. If a 2 
  to 4 is rolled, the first attack will 
  be a bite, and the remaining 1 to 3 
  attacks will be claw attacks for 1d6 
  hit points of damage each. 
   
  Cheetahpedes are normally found in 
  large, open, grassy areas such as 
  plains or savannahs. They do not hunt 
  in 
  packs, 
  preferring 
  to 
  hunt 
  individually. 
  However, 
  a 
  den 
  of 
  Cheetahpedes could hold up to three of 
  the creatures. 
   
  Mutations: aberrant form (extra limbs) 
   
   
  CHRONOPHAGE 
  No. Enc.: 1d4 (2d4) 
  Alignment: Neutral 
  Movement: 90’ (30’) 
    Fly: 150’ (50’) 
  Armor Class: 5 
  Hit Dice: 3 
  Attacks: 1 (bite) 
  Damage: 1d10 plus special 
  Save: L3 
  Morale: 8 
  Hoard Class: None 
   
  A Chronophage (“Time Eater”) is a 
  large 
  (1-foot-long) 
  locust-like 
  insectoid with large glassy red eyes, 
  sharp teeth, and a hard green shell-
  like exoskeleton. They are able to fly 
  fairly well due to their complete wing 
  development and their natural armor 
  makes them harder to injure. However, 
  unlike a locust that eats plantlife 
  and crops, the Chronophage devours 
  time. 
   
  A 
  Chronophage 
  consumes 
  temporal 
  energies, 
  causing 
  objects 
  and 
  creatures to wither and age as its 
  “future potentiality” is absorbed by 
  the creature. A Chronophage activates 
  its temporal absorption ability in one 
  of two ways. A Chronophage can absorb 
  temporal energy by making constant 
  contact with an object or creature. 
  This “passive” absorption is very slow 
  as the Chronophage may not move while 
  feeding. 
  For 
  every 
  48 
  hours 
  a 
  Chronophage feeds in this manner, it 
  will 
  absorb 
  10d10 
  years 
  of 
  the 
  object’s temporal energy, aging the 
  object in a similar manner. It usually 
  does this with inanimate objects or 
  unconscious creatures. Because of this, 
  the area around a Chronophage lair 
  will seem more aged and decrepit as 
  all of the trees and plantlife will be 
  dead 
  and 
  brittle, 
  stone 
  will 
  be 
  crumbling to rubble, ruins will be 
  particularly 
  hazardous, 
  and 
  dusty 
  skeletons of animal life will be found. 
  A few months of exposure will age the 
  area by centuries. 
   
  A 
  Chronophage 
  can 
  also 
  feed 
  more 
  directly by latching onto an object 
  with its toothed mouth during combat. 
  Upon a successful bite attack, a PC 
  will need to make a save vs. death. 
  Failure means that the Chronophage has 
  
   
  absorbed 2d10 years of the victim’s 
  temporal energy, aging him by that 
  amount. A lone PC who stumbles into a 
  Chronophage 
  nest 
  may 
  find 
  himself 
  dying of old age within minutes. 
   
  If a PC has been aged by a Chronophage, 
  it 
  is 
  suggested 
  that 
  the 
  PC 
  be 
  penalized for extreme aging. If a PC 
  is aged by 30 years, he should roll 
  another save vs. death. Failure means 
  that he suffers a catastrophic shock 
  to the system and dies of age-related 
  causes (stroke, heart attack, etc.) 
  This save vs. death should then be 
  rolled for every additional 10 years 
  of “aging damage” thereafter. (The 
  Mutant Lord should determine if a PC 
  dies of old age in extreme cases, say, 
  if a Chronophage ages a victim by 60 
  years or more.) Also, for every 25 
  years aged, a PC should suffer a 
  permanent –1 penalty to his STR and 
  DEX scores. 
   
  Mutations: 
  temporal 
  absorption, 
  complete 
  wing 
  development, 
  natural 
  armor 
   
  CORTELLA 
  No. Enc.: 1 (1d4) 
  Alignment: Chaotic 
  Movement: None 
  Armor Class: 8 
  Hit Dice: 6 
  Attacks: Special 
  Damage: Special 
  Save: L3 
  Morale: 12 
  Hoard Class: VII 
  The Cortella is a large, immobile, 
  gooey, brain-shaped creature. It is 
  about 5 feet from end to end and 4 
  feet tall at its highest peak. The 
  Cortella (or “Brainblabla” as it’s 
  sometimes called) is often found in 
  sterile Ancient environments, often 
  research 
  laboratories 
  or 
  medical 
  facilities. It is immobile, usually 
  found lying in a massive lump on the 
  floor, although some have been found 
  clinging to walls and ceilings. It is 
  unknown 
  if 
  these 
  mutants 
  are 
  the 
  results of failed medical experiments 
  or if the Cortella seeks out these 
  environments 
  for 
  the 
  silence 
  and 
  cleanliness. 
   
  The Cortella feeds primarily on the 
  mental energies of sentient creatures, 
  although it also can absorb and feed 
  upon their physical forms as well. 
  When 
  a 
  Cortella 
  first 
  “senses” 
  a 
  sentient being in the area, it uses 
  its mental phantasm mutation to hide 
  its presence. Thus disguised, it then 
  uses the mutation to make the area 
  more appealing and attractive to the 
  victim; they may see Ancient artifacts 
  scattered about or food and water if 
  they are hungry. Whatever appeals to 
  the victim at that moment is seen in 
  their “mind’s eye.” 
   
  Once they are lulled into a false 
  sense of security, the Cortella will 
  then use its possession mutation to 
  take control of the nearest victim. 
  Unless 
  stopped, 
  the 
  victim 
  will 
  approach the Cortella and plunge their 
  
   
  head directly into the fleshy mass. 
  The Cortella will begin absorbing the 
  victim, both mind and body, for 3d10 
  hit points of damage per round until 
  completely consumed. 
   
  Other PCs can try to pull the victim 
  from the Cortella, but if interrupted 
  or attacked, the creature will turn 
  its possession mutation onto another 
  creature, using them to attack the 
  would-be rescuers. (For all of the 
  Cortella’s mental attacks, assume the 
  creature has an average WIL of 14.) If 
  the illusions are detected or if the 
  Cortella’s mental link is broken, it 
  is fairly powerless as it cannot move 
  or communicate. PCs may find some 
  miscellaneous 
  coins 
  and 
  trinkets 
  scattered 
  about 
  the 
  Cortella, 
  the 
  remnants of the Cortella’s earlier 
  victims. 
   
  Mutations: mental phantasm, possession 
   
   
  CRABHEMOTH 
  No. Enc.: 1d2 (1d4) 
  Alignment: Neutral 
  Movement: 120’ (40’) 
    Swim: 120’ (40’)  
  Armor Class: 2 
  Hit Dice: 9 
  Attacks: 3 (two claws, tendril) 
  Damage: 3d6+3/3d6+3/hold 
  Save: L3 
  Morale: 7 
  Hoard Class: None 
   
  A 
  Crabhemoth 
  (pronounced 
  crab-HEE-
  muth) 
  is 
  a 
  monstrously 
  large 
  crustacean descended from the Ancient 
  species 
  of 
  horseshoe 
  crab. 
  A 
  Crabhemoth is 20’ to 40’ long and 
  protected by a hard outer shell. They 
  are always found near large bodies of 
  salt water, be it seas or oceans. It 
  is as quick in the water as it is on 
  the ground, able to swim at its normal 
  land movement rate. 
   
  The Crabhemoth has a set of large 
  claws it uses to attack and rend its 
  prey. Each claw does 3d6+3 hit points 
  of 
  damage 
  when 
  they 
  hit. 
  The 
  Crabhemoth also has a set of writhing 
  tendrils near its mouth that it uses 
  to draw prey in. On a successful hit, 
  a tendril will lash around a victim, 
  effectively holding them, although the 
  character can still attack if one arm 
  is 
  free. 
  If 
  another 
  tendril 
  successfully hits, the character is 
  completely immobilized and will be 
  dragged toward the Crabhemoth’s claws. 
  Only other party members will be able 
  to free the bound PC. 
   
  Although they apparently have a low HD 
  total considering their size, it is 
  very difficult to harm a Crabhemoth. 
  First of all, the Crabhemoth’s shell 
  is coated with a thin layer of a 
  dermal slime poison. If contact is 
  made, the poison will do 6d6 hit 
  points of damage if a save vs. poison 
  is failed. Even if successful, the 
  poison 
  will 
  do 
  half-damage. 
  The 
  creature is also capable of projecting 
  
   
  a force screen once per day. This 
  force screen will take 5d6 hit points 
  of damage before collapsing. Contact 
  with 
  the 
  Crabhemoth 
  is 
  impossible 
  until 
  this 
  screen 
  is 
  breached. 
  Combined 
  with 
  an 
  AC 
  of 
  2, 
  the 
  Crabhemoth is a poisonous, armored, 
  force field-protected tank. 
   
  Crabhemoths are fiercely territorial, 
  attacking anyone who enters their area. 
  When attacking, they will often attack 
  who (or what) did the most damage to 
  it, using its instinct to take care of 
  the biggest threats first. 
   
  Mutations: gigantism, dermal poison 
  slime, force screen 
   
   
  CROCOTINAE 
  No. Enc.: 1d4 
    (2d4, nest; 2d10, migratory flock) 
  Alignment: Neutral 
  Movement: 70’ (30’) 
    Fly: 140’ (60’) 
  Armor Class: 7 
  Hit Dice: 2 
  Attacks: 1 
  Damage: 1d8 
  Save: L2 
  Morale: 7 
  Horde Class: None 
   
  The Crocotinae (krow-KOT-in-ay) is a 
  small duck-like creature with the head 
  of 
  an 
  alligator 
  or 
  crocodile. 
  Crocotinae 
  (also 
  called 
  “snapping 
  waddlers”) make their nests in swampy 
  or marshy areas, though they have been 
  occasionally 
  encountered 
  in 
  fresh 
  water 
  ponds 
  and 
  lakes. 
  Brutally 
  vicious 
  and 
  territorial, 
  the 
  Crocotinae will attack anything it 
  views as a threat to its nest or 
  territory. It is also carnivorous, so 
  a hungry Crocotinae is a dangerous one. 
  Crocotinae have developed a mental 
  link amongst the flock. Whatever one 
  snapping 
  waddler 
  sees, 
  the 
  entire 
  flock sees and will react accordingly. 
   
  One 
  particular 
  danger: 
  As 
  winter 
  approaches, Crocotinae will abandon 
  their 
  current 
  nests 
  and 
  begin 
  a 
  southerly migration. These V-shaped 
  migratory 
  flocks 
  contain 
  2d10 
  Crocotinae. 
  During 
  migration, 
  the 
  birds eat whatever prey they can find 
  on route. Herd animals and wandering 
  travelers spied by an overhead flock 
  of 
  Crocotinae 
  are 
  often 
  later 
  discovered stripped to the bone. If a 
  party spies a flock overhead, they had 
  best find cover and hide while the 
  Crocotinae pass over. 
   
  There is a 40% chance the party will 
  be seen by the flock if they’re out in 
  the open or caught by surprise. And if 
  they’ve been seen by one Crocotinae, 
  they’ve been seen by the entire flock, 
  
   
  and all of them will immediately swoop 
  down to feed. 
   
  Mutations: metaconcert 
   
   
  CRUMBLE MOLD 
  No. Enc.: 1 
  Alignment: None 
  Movement: 0 
  Armor Class: 9 
  Hit Dice: 1 
  Attacks: None 
  Damage: None 
  Save: L1 
  Morale: None 
  Hoard Class: None 
   
  Crumble Mold appears as a featureless 
  brown mold in a patch about a foot 
  across. 
  The 
  mold 
  is 
  often 
  found 
  growing in caves and caverns or on 
  statues, 
  stone 
  walls, 
  and 
  other 
  stonework. It is rarely, if ever, 
  found in an outdoor setting. Crumble 
  Mold feels surprisingly dry and dusty 
  to the touch. 
   
  However, 
  Crumble 
  Mold 
  grows 
  very 
  aggressively on wood. If Crumble Mold 
  or its spores comes into contact with 
  a wooden surface, it will rapidly 
  spread, encompassing 1 square foot of 
  surface area per round (reaching a 
  maximum area of 2d6 square feet). Once 
  the object is engulfed or the mold 
  reaches maximum size, the mold will 
  begin burrowing into the wood’s porous 
  surface, leeching out most of the 
  moisture, 
  tissue, 
  and 
  cellulose. 
  Within a matter of 1d6 turns, the wood 
  has been converted to a grey, brittle, 
  fragile, balsa wood-like material. The 
  mold dies off shortly thereafter. An 
  Ancient house infested with Crumble 
  Mold 
  is 
  a 
  dangerous 
  place 
  to 
  investigate as the unwary could drop 
  through several floors, or even have 
  the entire house collapse upon them. 
   
  Crumble Mold does not affect living 
  plants and trees (or mutant plants, 
  for that matter), and the mold and its 
  spores cannot survive long in direct 
  sunlight. 
  Crumble 
  Mold 
  has 
  been 
  nicknamed “Nature’s Door Opener” and 
  will often be carried in an airtight, 
  black jar by savvy survivalists for 
  just such a purpose. 
   
  Mutations: none 
   
   
  CYCLOPEAN 
  No. Enc.: 1d2 (1d4) 
  Alignment: Chaotic 
  Movement: 90’ (30’) 
  Armor Class: 4 
  Hit Dice: 12 
  Attacks: 1 (hand or weapon) 
  Damage: 2d8 or weapon 
  Save: L9 
  Morale: 9 
  Hoard Class: VII 
   
  The 
  Cyclopean 
  is 
  a 
  classic 
  giant 
  cyclops standing nearly 30 feet tall 
  due to its gigantism mutation. It is 
  covered with matted brown fur, has a 
  set of sharp teeth and, of course, one 
  
   
  large 
  eye 
  in 
  the 
  center 
  of 
  its 
  forehead. Due to the lack of depth 
  perception, a Cyclopean has a –1 to 
  hit penalty. However, due to its size 
  and strength, a Cyclopean gets a +2 
  damage bonus if it hits in combat. 
  Cyclopeans prefer to use a club in 
  combat. However, this club will be the 
  size of a large log, dealing 2d10 hit 
  points of crushing damage if it hits. 
   
  When dealing with a Cyclopean, the 
  party will have one other advantage 
  other than the creature’s inability to 
  see well. Cyclopeans are notoriously 
  slow-witted with a very basic animal-
  like 
  intelligence. 
  It 
  will 
  become 
  easily confused during combat, and a 
  clever fighter will be able to use 
  this slowness to his advantage. 
   
  One thing to avoid is being caught and 
  lifted by a Cyclopean. If they are 
  able to grab an opponent, 50% of the 
  time they will immediately hurl them 
  into the distance. Upon doing so, they 
  will turn their attention to those who 
  are left to fight. 
   
  Mutations: gigantism 
   
   
  DAGGERHARE 
  No. Enc.: 1d6 (2d6) 
  Alignment: Neutral 
  Movement: 150’ (50’) 
    Fly: 240’ (80’) 
  Armor Class: 6 
  Hit Dice: 2 
  Attacks: 1 (bite or stab) 
  Damage: 1d4 or 1d8 
  Save: L2 
  Morale: 8 
  Hoard Class: None 
   
  Daggerhares 
  are 
  rumored 
  to 
  be 
  decedents of the legendary jackalope, 
  appearing as winged, flying rabbits 
  with a single sharp horn growing out 
  of the center of its forehead. They 
  are not timid, docile creatures like 
  their ancestors, but rather vicious, 
  ravenous brutes. 
  Daggerhares are fairly agile on the 
  ground like most rabbits. When on the 
  ground, they will bite at its prey for 
  1d4 hit points of damage. But when 
  airborne, Daggerhares are truly fast 
  and truly dangerous. 
   
  When in flight, a Daggerhare will 
  attempt to use its horn for a slashing 
  attack for 1d8 hit points of damage. 
  On a natural 20, the Daggerhare has 
  impaled its horn into its victim where 
  it will remain lodged until removed. A 
  
   
  Daggerhare cannot use its horn as a 
  weapon when grounded. 
   
  Mutations: complete wing development, 
  aberrant form (natural weapon, horn) 
   
   
  DODO-LEECH 
  No. Enc.: 1 (1d4) 
  Alignment: Neutral 
  Movement: 60’ (20’) 
    Fly: 90’ (30’) 
  Armor Class: 6 
  Hit Dice: 4 
  Attacks: 2 (drain blood, claw) 
  Damage: 1d6 per round, 1d6 
  Save: L2 
  Morale: 5 
  Hoard Class: None 
   
  Sometimes 
  creatures 
  once 
  thought 
  extinct make a return in the world of 
  Mutant Future. The Dodo-leech is an 
  example of one such creature. The 
  Dodo-leech 
  is 
  a 
  large 
  stout 
  bird 
  weighing about 50 pounds and covered 
  with gray-white feathers. Although the 
  Dodo-leech’s ancestors were flightless, 
  the Dodo-leech has the mutation of 
  complete wing development, making it 
  capable of flight (although it is 
  still fairly slow in the air when 
  compared with other large birds). 
   
  Unlike its fruit-eating ancestor, the 
  Dodo-leech must feed on the blood of 
  living creatures. It has developed a 
  trunk-like appendage in place of its 
  beak. This trunk’s opening is lined 
  with hundreds of razor-sharp needle 
  teeth that it uses to latch onto and 
  drain its prey. If a PC is hit, the 
  Dodo-leech will attach itself to the 
  victim, draining 1d6 hit points of 
  blood per round. Once attached, the 
  Dodo-leech will only release its grip 
  if it is killed or its prey has died. 
   
  Because the Dodo-leech isn’t a speedy 
  bird, it has evolved the ability to 
  create a mental phantasm to confuse 
  its enemies and trap its prey. It will 
  use this ability to draw a weaker 
  victim away from a party, hoping to 
  attack the prey on a one-on-one basis. 
   
  Mutations: 
  aberrant 
  form 
  (xenomorphism), 
  complete 
  wing 
  development, mental phantasm 
   
   
  DRAGONFIRE 
  No. Enc.: 2d4 (3d4) 
  Alignment: Neutral 
  Movement: Fly: 150’ (50’) 
  Armor Class: 2 
  
   
  Hit Dice: 4 
  Attacks: See description 
  Damage: See description 
  Save: L2 
  Morale: 8 
  Hoard Class: None 
   
  The Dragonfire is a large (2 foot 
  wingspan) mutated dragonfly found in 
  actively volcanic areas as well as 
  geothermic zones such as hot springs 
  and geysers. A Dragonfire has red 
  wingtips and glowing red eyes. The 
  most striking feature is that the 
  Dragonfire has a constant fiery aura, 
  giving it the appearance of being 
  completely engulfed in flames. Due to 
  this 
  blazing 
  outer 
  skin, 
  the 
  Dragonfire is difficult to get close 
  to, giving it a form of natural armor 
  as few attackers wish to get close 
  enough to enter combat with one. Also, 
  the 
  aura 
  gives 
  the 
  Dragonfire 
  a 
  natural immunity to all fire and fire-
  based attacks. 
   
  A 
  Dragonfire 
  does 
  not 
  physically 
  attack a victim by biting or clawing. 
  Rather, the Dragonfire’s aura alone is 
  enough to do damage to any who come 
  within 5 feet of one. If a Dragonfire 
  passes close enough to a PC, the 
  character will take 1d10 hit points of 
  damage unless he makes a save vs. 
  energy weapons. Dragonfires are fairly 
  docile, but a curious Dragonfire can 
  inadvertently be a deadly one. And 
  heaven help the PC who has a swarm of 
  Dragonfires descend around him. His 
  clothes could burst into flames. And 
  those grenades in his backpack should 
  be kept cool... 
   
  Mutations: fiery aura, natural armor, 
  reflective epidermis (fire) 
   
   
  DROPBEAR 
  No. Enc.: 1d4 
  Alignment: Neutral 
  Movement: 90’ (30’) 
  Armor Class: 7 
  Hit Dice: 2 
  Attacks: 2 (bite, claw) 
  Damage: 1d6/1d6 
  Save: L2 
  Morale: 8 
  Horde Class: None 
   
  The Dropbear is a vicious creature 
  indigenous to the Ancient continent 
  formerly known as Australia. However 
  these large mutated koalas are now 
  found in temperate zones throughout 
  the Mutant Future. A Dropbear is a 
  large 
  carnivorous 
  marsupial 
  with 
  savagely sharp fangs and claws. When 
  initially encountered, a Dropbear may 
  be mistakenly thought of as cute and 
  cuddly, almost like a children’s toy. 
  However, when it attacks, its true 
  savage nature is exposed. 
   
  Dropbears attack by simply dropping 
  out of trees and onto a victim. If 
  they hit, they will latch onto their 
  prey with their claws and begin biting 
  the head, neck, and shoulders of a 
  victim. This attack method can be 
  unsettling 
  to 
  the 
  unwary. 
  Some 
  
   
  travellers may think they can avoid 
  Dropbear attacks by simply avoiding 
  trees or by watching the branches 
  overhead. 
  Not 
  necessarily 
  so. 
  Dropbears have developed two distinct 
  mutations that enable them to attack 
  in this manner almost anywhere. First, 
  a Dropbear will use its telescopic 
  vision mutation to spy on a victim. 
  The Dropbear can see nearly 1 mile 
  away using this ability. Once it has 
  located its prey from a distance, the 
  Dropbear will teleport to a point 6 
  feet above the victim’s head, dropping 
  out 
  of 
  nowhere 
  and 
  launching 
  its 
  attack. It has been reported that 
  Dropbear attacks have occurred in the 
  middle of open fields and plains. 
   
  It is rumored that simply holding a 
  sharpened knife or stick over one’s 
  head will impale and kill an attacking 
  Dropbear. Thus far, however, no one 
  has lived to confirm if this deterrent 
  works. 
   
  Mutations: telescopic vision, teleport 
   
   
  EATER BUNNY 
  No. Enc.: 1d6 (2d6) 
  Alignment: Chaotic 
  Movement: 240’ (80’)  
  Armor Class: 7 
  Hit Dice: 3 
  Attacks: 3 (two claws, bite) 
  Damage: 1d6/1d6/1d8 
  Save: L3 
  Morale: 8 
  Hoard Class: None 
  An offshoot of the fairly harmless 
  Rabboxen (MF rulebook, page 91), Eater 
  Bunnies are just as big, but far more 
  vicious. They first appear to be large, 
  lumbering rabbits (about 5 feet tall 
  at the shoulder) with a thick mane of 
  fur 
  covering 
  their 
  back 
  haunches. 
  Eater 
  Bunnies 
  are 
  ravenously 
  carnivorous though and will attack any 
  other creature upon sight. 
   
  Eater Bunnies attack with their front 
  claws for 1d6 hit points of damage 
  each, and they will bite for 1d8 hit 
  points of damage. Eater Bunnies have 
  two sets of three eyes on either side 
  of its head giving it a 360-degree 
  field of vision. An Eater Bunny can 
  only be surprised on a roll of 1 on a 
  d6. Eater Bunnies travel quickly due 
  to their powerful back legs, and they 
  can leap to a height of 100 feet or a 
  distance of 200 feet. Due to their 
  single-minded 
  drive 
  to 
  eat, 
  Eater 
  Bunnies have a weak will, giving them 
  an effective 3 WIL in mental-based 
  attacks/defense. 
   
  Mutations: leaping, 360-degree field 
  of vision, weak will 
   
   
  FAKER 
  No. Enc.: 1 (1d2) 
  Alignment: Neutral 
  Movement: 30’ (10’) 
  Armor Class: 5 
  Hit Dice: 4 
  Attacks: 1 (pseudopod club) 
  Damage: 2d8 
  
   
  Save: L2 
  Morale: 8 
  Hoard Class: VII 
   
  One of the more dangerous hunters that 
  could be encountered in the Mutant 
  Future is the Faker. What makes it so 
  dangerous is that a victim usually 
  doesn’t recognize it for what it is 
  until it’s too late and the Faker 
  attacks. 
   
  A Faker can take on the form and 
  appearance of nearly any inanimate 
  object using a combination of its 
  limited 
  metamorph 
  and 
  chameleon 
  epidermis mutations. This object could 
  be approximately 64 cubic feet in size 
  (4 feet long x 4 feet wide x 4 feet 
  high) though smaller Fakers have been 
  reported. Fakers usually take the form 
  of furniture (beds and chairs are a 
  favorite) as well as doorways, rugs, 
  small 
  vehicles, 
  etc. 
  Once 
  they’ve 
  established their form, they’ll lie in 
  wait for an unsuspecting victim to 
  come 
  within 
  striking 
  distance 
  or, 
  better yet, come into contact with 
  them. 
   
  A Faker attacks with a pseudopod “club” 
  (actually just a blob-like extension) 
  for 2d8 hit points of damage. However, 
  a Faker is coated with an adhesive 
  secretion, so any contact with one and 
  the victim will find itself “glued” to 
  the Faker. If a victim falls prey to 
  this, the Faker will automatically hit 
  with its club on subsequent combat 
  rounds. The Faker can also wrap around 
  a glued-up victim, crushing them for 
  1d20 damage each round until the Faker 
  is killed. Alcohol will dissolve this 
  secretion. 
   
  There are two ways to distinguish a 
  Faker from a distance. A victim may 
  see a set of cat-like eyes blinking 
  somewhere 
  on 
  the 
  object 
  (usually 
  closed while it lays in wait). The 
  other 
  characteristic 
  is 
  that 
  the 
  object may appear to have a glossy 
  sheen due to its adhesive secretion 
  coating. 
   
  Mutations: 
  metamorph 
  (limited), 
  chameleon 
  epidermis, 
  adhesive 
  secretion 
   
   
  FEAR FEEDER 
  (BOOGEYMAN) 
  No. Enc.: 1d2 
  Alignment: Chaotic 
  Movement: 120’ (40’) 
  Armor Class: 3 
  Hit Dice: 6 
  Attacks: 2 (claws plus special) 
  Damage: 1d8/1d8/WIL drain 
  Save: L6 
  Morale: 11 
  Hoard Class: None 
   
  A Fear Feeder is a formless, shapeless 
  mutant who feeds on fear and terror. 
  Because 
  of 
  this 
  requirement, 
  they 
  delight in terrorizing and tormenting 
  children, hence the fear most children 
  have of “The Boogeyman.” 
   
  
   
  Feed Feeders are rumored to have come 
  from 
  another 
  plane 
  of 
  existence, 
  perhaps a miscalculated plane shift 
  opened 
  a 
  portal 
  to 
  their 
  home. 
  Regardless, they have no real “form” 
  on this plane. They, however, have a 
  unique mental phantasm ability. They 
  are able to reach into a viewer’s mind 
  and take on the form of what scares 
  them the most. Ex: If a character is 
  deathly afraid of spiders, it shall 
  appear to be a giant spider. (This 
  illusion 
  manifests 
  only 
  as 
  a 
  creature/individual. If a character is 
  afraid 
  of 
  heights, 
  a 
  Fear 
  Feeder 
  cannot take the form of a bottomless 
  pit, for example.) Note that each PC 
  will 
  see 
  the 
  Fear 
  Feeder 
  in 
  a 
  different horrifying form because the 
  illusion 
  is 
  mental 
  rather 
  than 
  physical. 
   
  Any character seeing a Fear Feeder in 
  this illusionary form must save vs. 
  stun attack or be terrorized by the 
  image. If a save is failed, the Fear 
  Feeder 
  will 
  immediately 
  use 
  its 
  emotional vampirism ability, “draining” 
  off 2d4 hit points from the terrorized 
  individual, who will also be frozen in 
  fear for 3 rounds. Any who make the 
  save will see that is an illusion, but 
  the “real” form of the Fear Feeder 
  will remain undefined, shadowy, and 
  nebulous at best. 
   
  Fear Feeders attack with a claw/claw 
  attack (even if their illusionary form 
  does not have claws or appears with a 
  weapon). These claws hit for 1d8 hit 
  points 
  of 
  damage. 
  However, 
  on 
  a 
  successful hit, a character must save 
  vs. stun attack or lose a point of WIL. 
  This WIL loss can be gained after one 
  week’s 
  uninterrupted 
  rest. 
  Fear 
  Feeders are nearly fearless themselves, 
  hence the high morale score. 
   
  Fear Feeders have been known to kidnap 
  children from their beds and spirit 
  them away to some distant location 
  where 
  it 
  can 
  torment 
  the 
  child, 
  feeding on his/her fear until the 
  child is so drained and numb to the 
  terrorizing illusions that they no 
  longer feel anything. At that point, 
  the Fear Feeder releases the child, 
  emotionless, cold, and distant, with 
  dead unseeing eyes. 
   
  Mutations: mental phantasm (unique), 
  emotional vampirism (fear) 
   
   
  FELOID 
  No. Enc.: 1d10 (3d10) 
  Alignment: Lawful 
  Movement: 150’ (50’) 
  Armor Class: 6 
  Hit Dice: 8 
  Attacks: 3 or 1 (two claws and bite, 
  or weapon) 
  Damage: 1d6/1d6/1d8 or weapon type 
  Save: L7 
  Morale: 8 
  Hoard Class: V 
   
  Feloids are mutant feline humanoids 
  often 
  mistaken 
  for 
  Tigrisoids 
  (MF 
  rulebook, pg. 87). However, whereas 
  
   
  Tigrisoids are mutant descendants of 
  Ancient tigers, Feloids have descended 
  from 
  domesticated 
  felines, 
  i.e., 
  housecats. Because of this, Feloids 
  are 
  slightly 
  smaller 
  and 
  less 
  courageous than their larger cousins. 
  Because 
  they 
  are 
  descended 
  from 
  domesticated stock, Feloids are often 
  found working and living with humans. 
  Feloids have also evolved without any 
  mutations. 
   
  Feloids usually attack with whatever 
  weapon they have on-hand, often stun 
  batons or laser pistols. However, in 
  close combat, they will lash out with 
  their claws for 1d6 hit points damage 
  each and a fanged bite for 1d8 hit 
  points 
  damage. 
  Feloids 
  are 
  fairly 
  dexterous and cunning, though they 
  will often retreat once combat has 
  turned against them. 
   
  Mutations: none 
   
   
  FLAMEWHALE 
  No. Enc.: 0 (1d4)  
  Alignment: Chaotic 
  Movement: Swim: 180’ (60’) 
  Armor Class: 6 
  Hit Dice: 8 
  Attacks: 1 (bite or flamejet) 
  Damage: 1d20/2d12 
  Save: L3 
  Morale: 10 
  Hoard Class: None 
   
  The Flamewhale is a large aquatic 
  creature renowned for its ferocity and 
  ill temper. Flamewhales are often used 
  as guardians of underwater domains, 
  islands, 
  and 
  atolls 
  by 
  other 
  intelligent 
  sea-based 
  beings. 
  The 
  primary 
  method 
  of 
  attack 
  of 
  the 
  Flamewhale is by biting using its 
  massive 
  mouth 
  of 
  stalagmite-sized 
  teeth. The bite of a Flamewhale deals 
  1d20 damage to the unfortunate victim. 
  Also, if a natural 20 is rolled for a 
  Flamewhale bite attack, the victim is 
  instead swallowed whole by the whale. 
  The victim will suffer 1d6 hit points 
  of drowning damage per round until 
  they are either freed or they have 
  died in the whale’s stomach. Over the 
  course of time and evolution, the 
  Flamewhale has developed a flamejet 
  where 
  a 
  whale’s 
  blowhole 
  would 
  normally be. A Flamewhale can use this 
  flamejet 
  as 
  a 
  secondary 
  attack, 
  spewing a fiery stream of magma over 
  50’. Anyone struck by the magma will 
  suffer 2d12 hit points of damage from 
  the initial burn. The magma will cling 
  and burn for 1d6 additional hit points 
  of damage for 1d4 rounds. Water will 
  not wash off the magma. 
   
  Flamewhales are known to attack in 
  packs and have been known to ram 
  watercraft, overturning any boats that 
  happen to venture into their territory. 
   
  Mutations: unique (flamejet) 
   
   
  FLESHMELT 
  No. Enc.: 1 (1d3) 
  Alignment: Neutral 
  
   
  Movement: 150’ (50’) 
  Armor Class: 6 
  Hit Dice: 11 
  Attacks: 1 (bite) 
  Damage: 2d8 
  Save: L9 
  Morale: 8 
  Hoard Class: None 
   
  The Fleshmelt is a huge lizard-like 
  creature found in deep underground 
  caves 
  and 
  caverns. 
  Due 
  to 
  its 
  appearance, 
  it 
  is 
  believed 
  the 
  Fleshmelt 
  is 
  a 
  descendant 
  of 
  the 
  Ancient 
  Komodo 
  dragon. 
  It 
  lumbers 
  about on four legs, however, due to 
  its 
  size, 
  it 
  has 
  a 
  faster-than-
  expected movement rate. Fleshmelts are 
  a 
  deeply 
  subterranean 
  race 
  of 
  creatures. Due to the many generations 
  of 
  living 
  in 
  pitch 
  blackness, 
  Fleshmelts 
  are 
  completely 
  blind, 
  relying only on sound and smell to 
  guide it to its prey. They have not 
  evolved any enhanced senses, but they 
  are fairly accurate with their other 
  senses. 
   
  The Fleshmelt primarily attacks with a 
  sharp-tooth-lined mouth, which it uses 
  to bite for 2d8 hit points of damage. 
  But the true danger of a Fleshmelt is 
  from its dermal poison slime. The 
  Fleshmelt’s skin secretes the same 
  digestive juices normally found in the 
  stomach. (The Fleshmelt’s own skin is 
  obviously 
  immune.) 
  This 
  acidic 
  substance dissolves organic materials 
  such as wood, plant life, and flesh. 
  Any contact with a Fleshmelt results 
  in 2d8 hit points of burning acidic 
  damage. Unless a save vs. poison is 
  then made, this hit point loss will 
  become 
  permanent 
  and 
  should 
  be 
  subtracted from the PC’s maximum hit 
  point total. The PC will undoubtedly 
  be stunned as he watches the skin and 
  muscle whither and drip from the point 
  of injury. It is said that the shrieks 
  of agony coming from a dissolving 
  victim also helps the creature locate 
  its prey. 
   
  Mutations: sensory deficiency, dermal 
  poison slime (special) 
   
   
  FLYNOCEROUS 
  No. Enc.: 0 (1d8) 
  Alignment: Neutral 
  Movement: Fly: 210’ (70’) 
  Armor Class: 4 
  Hit Dice: 7 
  Attacks: 1 (butt) 
  Damage: 3d6 
  Save: L4 
  Morale: 8 
  Hoard Class: None 
   
  The Flynoceros is a legless winged 
  mutation of the common rhinoceros (MF 
  rulebook, page 92). Just like its 
  notorious cousin, a Flynoceros also 
  has an ill temper and a willingness to 
  charge 
  and 
  gore 
  intruders. 
  A 
  Flynoceros attacks by swooping in at 
  its full movement rate. If a PC is 
  butted while a Flynoceros is at full 
  speed, he will take double damage from 
  the attack (6d6 hit points). All other 
  
   
  butting 
  attacks 
  are 
  only 
  3d6 
  hit 
  points of damage. 
   
  Because it has no legs, a Flynoceros 
  spends all of its time in flight, 
  never 
  landing. 
  It 
  feeds, 
  drinks, 
  sleeps, and even mates while in flight. 
  It is assumed that the Flynoceros has 
  an increased stamina mutation allowing 
  it to remain in flight indefinitely. 
  If one is “grounded” during combat or 
  by accident, it will have difficulty 
  righting itself to take flight again, 
  succeeding on a 1 on a 1d4 roll. If a 
  party 
  stumbles 
  across 
  a 
  grounded 
  Flynoceros, there will probably be 
  others in the air protecting their 
  fallen herdmate. 
   
  Mutations: complete wing development, 
  increased stamina 
   
   
  FUR SERPENT 
  No. Enc.: 1d4 (1d6) 
  Alignment: Chaotic 
  Movement: 60’ (20’) 
  Armor Class: 6 
  Hit Dice: 5 
  Attacks: 2 (bite, constrict) 
  Damage: 1d4/2d8 
  Save: L2 
  Morale: 6 
  Hoard Class: VI 
   
  The Fur Serpent is a 10-foot-long 
  python-like snake usually found in 
  muddy/swampy areas. The Fur Serpent is 
  covered in a soft matted fur, and it 
  also 
  has 
  a 
  set 
  of 
  insectoid-like 
  antenna on its head. The antenna gives 
  the 
  Fur 
  Serpent 
  the 
  mutation 
  of 
  echolocation, giving it a +2 to hit 
  bonus in combat. 
   
  Unlike other snakes, Fur Serpents are 
  very 
  aggressive 
  and 
  will 
  actively 
  enter combat. Its primary form of 
  attack is through a bite. Upon a 
  successful hit, the Fur Serpent will 
  deal 1d4 hit points of damage. A 
  bitten character must then make a save 
  vs. poison. Failure means they will 
  die in 1d10 turns (Class 12 poisonous 
  venom with delay). Fur Serpents also 
  use their incredible size to wrap 
  around and constrict a victim. If 
  successful, it will crush a victim for 
  2d8 
  hit 
  points 
  of 
  damage. 
  The 
  constriction continues on subsequent 
  rounds. 
   
  Mutations: gigantism, echolocation 
   
   
  GALLOWS 
  No. Enc.: 1 (1d8) 
  Alignment: Neutral 
  Movement: None 
  Armor Class: 6 
  
   
  Hit Dice: 6 
  Attacks: 4 (tentacles, strangle) 
  Damage: 1d6/1d6/1d6/1d6/1d12 
  Save: L3 
  Morale: None 
  Hoard Class: VII 
   
  A Gallows is an air-breathing, tree-
  dwelling cephalopod. An adult Gallows 
  is a rather large creature, with a 
  body mass roughly 15 feet in diameter, 
  having between 7 and 12 tentacles 
  (1d6+6) when fully grown. Upon birth, 
  a Gallows will drop out of the tree 
  holding its parent and slither slowly 
  along the ground to another nearby 
  tree. It will then climb up into the 
  top-most branches of its new home, 
  entangling itself in the boughs, where 
  it will spend the rest of its life. 
   
  Although seemingly passive, a Gallows 
  is an aggressive hunter, using its 
  many tentacles to “fish” for prey. A 
  Gallows 
  drapes 
  and 
  dangles 
  its 
  tentacles 
  across 
  the 
  tree’s 
  lower 
  branches, where they look like common 
  vines. When a mutant gets too close or 
  walks under the tree’s branches, the 
  Gallows will attack with 1d4 “vines,” 
  lashing out to ensnare its victim. 
  Each tentacle does 1d6 hit points of 
  damage when struck. 
   
  If a victim is successfully hit on two 
  consecutive 
  attacks, 
  the 
  second 
  tentacle has wrapped around one of the 
  victim’s limbs, immobilizing it. The 
  Gallows then receives a +2 bonus to 
  hit its snared prey on future attacks. 
  However, a Gallows’ preferred tactic 
  is to snare its prey around the neck, 
  pulling them off the ground until they 
  strangle 
  to 
  death. 
  On 
  a 
  third 
  consecutive 
  successful 
  attack, 
  the 
  Gallows has wrapped a tentacle around 
  the 
  victim’s 
  throat, 
  automatically 
  strangling them for 1d12 hit points 
  per round until dead. Once a victim is 
  dead, the Gallows lifts the corpse 
  into the tree where it begins to feed. 
  There may be coins and small items 
  scattered around the trunk of the tree 
  from the Gallows' previous victims. 
   
  A small grove of vine-draped trees may 
  be the lair of a pod of Gallows and 
  should be avoided at all costs. 
   
  Mutations: none 
   
   
  GAMMA HARE 
  No. Enc.: 1d6 (1d8) 
  Alignment: Neutral 
  Movement: 90’ (30’) 
  Armor Class: 4 
  Hit Dice: 9 
  Attacks: 2 or 1 (claws or gamma eyes) 
  Damage: 2d8/2d8 or 6d6 
  Save: L5 
  Morale: 7 
  Horde Class: None 
   
  Gamma Hares are large mutated rabbits 
  about the size of a fully grown adult 
  bear. They are covered in a thick 
  green fur and have a long lizard-like 
  tail. Gamma Hares have thick bony 
  plates running down their spines which 
  
   
  gives them extra armor protection from 
  attacks. 
   
  Gamma Hares attack with their sharp 
  claws for 2d8 hit points of damage for 
  each claw that lands. However, instead 
  of a claw attack, a Gamma Hare can opt 
  to use its gamma eyes mutation, firing 
  out a scorching ray of radiation for 
  6d6 hit points of damage. Gamma Hares 
  usually walk upright, but they have 
  developed incredibly strong haunches, 
  giving them the ability to leap away 
  from trouble. With this ability, a 
  Gamma Hare can launch itself 100 feet 
  straight 
  up 
  or 
  200 
  feet 
  in 
  any 
  direction. If combat starts to turn 
  against a Gamma Hare, it will suddenly 
  shoot into the air and out of range of 
  its attacker. 
   
  Mutations: gamma eyes, leaping 
   
   
  GATOROID 
  No. Enc.: 1d6 (2d6) 
  Alignment: Chaotic 
  Movement: 90’ (30’) 
  Armor Class: 4 
  Hit Dice: 8 
  Attacks: 1 (claw, bite, or weapon) 
  Damage: 1d8/1d10 or as weapon type 
  Save: L4 
  Morale: 9 
  Hoard Class: None 
   
  Gatoroids are reptilian bipeds that 
  have 
  evolved 
  (or 
  mutated) 
  from 
  crocodiles and/or alligators. They are 
  covered with a thick scaly hide that 
  acts as a natural armor. They have a 
  long reptile’s tail, jet-black eyes, 
  sharp claws, and a strong wide jaw 
  filled with razor-sharp teeth. 
   
  Gatoroids are incredibly strong, able 
  to lift five times their own weight 
  with ease. Even through they look like 
  they come from a watery and/or swampy 
  area, 
  Gatoroids 
  cannot 
  breathe 
  underwater and do not swim very well. 
  Gatoroids are quick to anger and are 
  very vicious fighters, preferring to 
  slash and bite an opponent, even if 
  they have a weapon in hand. 
   
  Gatoroids are a slaver race, capturing 
  mutants and humans to work in their 
  fields and/or to be sold off as slaves 
  for 
  profit. 
  It 
  is 
  rumored 
  that 
  Gatoroids will eat a slave who no 
  longer pulls his weight, so being 
  captured by a Gatoroid is considered 
  to be a fate worse than death. 
   
  Mutations: increased strength, natural 
  armor 
   
   
  GLASS PLASM 
  No. Enc.: 1 (1) 
  Alignment: Neutral 
  Movement: 45’ (15’) 
  Armor Class: 6 
  Hit Dice: 4 to 7, depending on size 
  Attacks: 1 
  Damage: See description 
  Save: L3 
  Morale: 11 
  Hoard Class: None 
  
   
  As dangerous as it is unusual, the 
  Glass 
  Plasm 
  is 
  a 
  crystal-clear 
  protoplasmic blob. A Glass Plasm moves 
  and attacks much like a Grey Ooze (MF 
  rulebook, pg. 74), lashing out like a 
  snake with a long tendril. If a 
  successful hit is made, the Glass 
  Plasm 
  will 
  ensnare 
  its 
  victim, 
  attempting to drag him into its mass 
  by sending out another 1 or 2 more 
  tendrils for this purpose. 
   
  If a victim is dragged into a Glass 
  Plasm and engulfed, it will begin 
  feeding much like a Green Slime (MF 
  rulebook, 
  pg. 
  74), 
  doing 
  1d4 
  hit 
  points of damage for 8 rounds. If the 
  victim is not freed by then, they 
  should 
  be 
  considered 
  lost 
  and 
  unrecoverable. The Glass Plasm digests 
  all organic tissue and adds it to its 
  mass 
  within 
  1d10 
  rounds 
  of 
  the 
  victim’s death. Because a Glass Plasm 
  cannot 
  digest 
  metal 
  or 
  stone, 
  it 
  expels 
  any 
  indigestible 
  materials 
  rather than letting it “float” within. 
   
  Smaller Glass Plasms are around 4 to 5 
  feet across and about 6 inches deep. 
  Larger Glass Plasms can be up to 15 
  feet across and several feet deep. All 
  Glass Plasms are especially vulnerable 
  to fire and electrical attacks and 
  take half-damage from edged weapons. 
   
  Because a Glass Plasm is virtually 
  clear and colorless, it appears as 
  ordinary 
  water 
  when 
  it 
  remains 
  motionless. One tactic a Glass Plasm 
  will use is to flow into a small 
  depression or culvert, appearing at 
  first glance to be nothing more than a 
  small puddle or pond. If an animal 
  passes nearby (or attempts to wade 
  through it or take a drink), the Glass 
  Plasm will attack. 
   
  A wise adventurer should be wary of 
  any water source that appears oddly 
  clear throughout, as there will not be 
  any sediment floating within as well 
  as no surface debris floating on top. 
  It will also be devoid of fish, frogs, 
  or nearby wildlife. Rather than a 
  refreshing drink, death lies under the 
  surface. 
   
  Mutations: 
  chameleon 
  epidermis 
  (special), toxic weapon 
   
   
  GLUEWORM 
  No. Enc.: 1 or 2 (1d6 in a nest) 
  Alignment: Neutral 
  Movement: 10’ (3’) 
  Armor Class: 9 
  Hit Dice: 1–3 hp 
  Attacks: 0 
  Damage: 0 
  Save: L1 
  Morale: Not Applicable 
  Hoard Class: None 
   
  A slug-like creature measuring only 1 
  or 2 inches in length with a sickly 
  yellow tint, the Glueworm is hardly a 
  threat to the usual cautious mutant, 
  having no real attack/damage ability 
  and a minimal hit point total. However, 
  where the Glueworm is a danger is that 
  
   
  it secretes one of the most aggressive 
  adhesives found naturally. 
   
  If a mutant steps onto a Glueworm 
  “snail 
  trail” 
  and/or 
  crushes 
  or 
  otherwise injures a Glueworm, they 
  will find their weapon (or worse, 
  themselves) permanently bonded to the 
  underlying surface unless they make a 
  save vs. stun attacks. This adhesive 
  will 
  bond 
  anything 
  to 
  anything 
  permanently, with one exception: the 
  adhesive does not adhere to glass or 
  crystal. Even picking up a Glueworm 
  will 
  leave 
  enough 
  residue 
  on 
  the 
  mutant’s hand to be a hazard. Small 
  bottles of Glueworm secretion (called 
  “snailhesive” by traders) will fetch a 
  good price for its many uses. 
   
  The adhesive can be dissolved with the 
  use 
  of 
  a 
  strong 
  acid, 
  although 
  anything thus bonded will take the 
  usual damage. The Glueworm secretion 
  can also be burned off with fire, 
  though 
  the 
  glue 
  itself 
  is 
  not 
  flammable. 
   
  Mutations: none 
   
   
  GLUVBLUME 
  No. Enc.: 0 (1d8) 
  Alignment: Neutral 
  Movement: None 
  Armor Class: 5 
  Hit Dice: 5 
  Attacks: 1d4 (bite) 
  Damage: 1d6 per mouth 
  Save: L3 
  Morale: 12 
  Horde Class: None 
   
  The 
  Gluvblume 
  is 
  a 
  human-looking 
  multi-fingered hand and arm covered 
  with human sensory organs (eyes, ears, 
  mouths). 
  Although 
  it 
  is 
  a 
  mutant 
  animal, a Gluvblume acts more like a 
  mutant 
  plant: 
  immobile, 
  rooted 
  in 
  place, and lying in wait for a victim. 
  They 
  stay 
  buried 
  just 
  below 
  the 
  surface, waiting for prey. 
   
  When a PC walks over a Gluvblume 
  “garden,” 1d8 Gluvblumes will explode 
  out 
  of 
  the 
  ground 
  around 
  them, 
  grasping and grabbing at their legs, 
  pulling them down to the ground. A PC 
  should roll a save vs. DEX for each 
  attacking 
  Gluvblume 
  to 
  keep 
  from 
  tripping and falling into their reach. 
  Once a victim is immobilized and/or at 
  ground level, a Gluvblume will begin 
  to feed using one of its mouths. Each 
  Gluvblume has 1d4 mouths, each of 
  which will bite for 1d6 hit points of 
  damage. 
   
  Because of the Gluvblume’s immobility, 
  they have developed the mutation of 
  possession to help them draw prey into 
  their grasp. A Gluvblume garden will 
  draw their mental forces together to 
  wrest away mental control of a victim 
  once they approach within 40 feet of 
  the garden. Once under their control, 
  the Gluvblumes will use the victim as 
  “bait” to lure others of the party to 
  where the Gluvblumes lurk. (“I think I 
  
   
  see something over there. Let’s go 
  investigate.”) 
   
  Once the victim and any members of the 
  party are in range, they will drop the 
  possession and spring forth to attack. 
   
  Mutations: possession 
   
   
  GREAT WHITE GULL 
  No. Enc.: 1d2 (1d4) 
  Alignment: Neutral 
  Movement: Fly: 240’ (80’) 
  Armor Class: 6 
  Hit Dice: 3 
  Attacks: 1 
  Damage: 2d8 
  Save: L2 
  Morale: 8 or 11 
  Hoard Class: None 
   
  Great White Gulls are large white-and-
  gray-feathered 
  birds 
  with 
  the 
  unmistakable head and jaws of a shark. 
  They are quite large with a 4-foot 
  wingspan. 
  Although 
  their 
  feet 
  are 
  fairly useless for grasping, it is not 
  unusual to see a Great White Gull (or 
  “gullshark”) flying away with small 
  prey grasped in its teeth. 
   
  From a distance, a flock of Great 
  White Gulls could be mistaken for a 
  flock 
  of 
  Crocotinae 
  (“snapping 
  waddlers”). But whereas the Crocotinae 
  is found in swamp/fresh-water areas, 
  the Great White Gull is found near 
  large bodies of salt water (seas, 
  oceans, etc.). (But both carnivorous 
  birds are incredibly dangerous to an 
  adventuring party.) Great White Gulls 
  are 
  tenacious 
  hunters, 
  having 
  developed 
  both 
  the 
  abilities 
  of 
  echolocation and know direction. The 
  echolocation mutation gives it the 
  ability 
  to 
  locate 
  and 
  track 
  even 
  invisible and hidden prey with ease 
  (it also grants a +2 to hit in combat). 
  Its know direction mutation means that 
  it can never be shaken or lost by a 
  fleeing victim. 
   
  Great White Gulls can be driven into a 
  blood-induced feeding frenzy. Once its 
  prey has been injured (more than 5 hit 
  points 
  of 
  damage 
  taken 
  with 
  one 
  
   
  attack), a Great White Gull’s morale 
  is effectively raised to an 11. It 
  will rarely break off its attack at 
  this stage. 
   
  Mutations: 
  echolocation, 
  know 
  direction 
   
   
  GRINDHOG 
  No. Enc.: 1d2 (1d4) 
  Alignment: Chaotic 
  Movement: 90’ (30’) 
    Hyperburrowing: 150’ (50’) 
  Armor Class: 6 
  Hit Dice: 5 
  Attacks: 3 (two claws, bite) 
  Damage: 1d8/1d8/1d12 
  Save: L3 
  Morale: 9 
  Hoard Class: None 
   
  The Grindhog is a vicious enlarged 
  descendant of the Ancient species of 
  groundhog. Grindhogs are destructive, 
  carnivorous, 
  animalistic, 
  burrowing 
  machines. 
   
  The Grindhog moves through the earth 
  using 
  its 
  hyperburrowing 
  mutation. 
  This allows it to travel through loose 
  dirt and sand faster than it would 
  move 
  above 
  ground 
  on 
  foot. 
  When 
  hyperburrowing, treat the Grindhog as 
  moving through the soil as a fish 
  would 
  travel 
  through 
  water. 
  The 
  Grindhog uses this ability to explode 
  up out of the ground from underneath 
  to attack its prey. A Grindhog gains a 
  +1 surprise bonus when attacking in 
  this manner. While underground, the 
  Grindhog can use its seismic tremor 
  mutation to cause a small localized 
  earthquake 
  within 
  50 
  feet 
  of 
  its 
  location. This tremor’s strength is 
  such that victims will be thrown to 
  the ground for 1d4 hit points of 
  damage unless a successful DEX save is 
  made. The Grindhog uses this moment to 
  attack. Also, the seismic tremor can 
  cause 
  the 
  collapse 
  of 
  unsafe 
  or 
  crumbling 
  ruins. 
  The 
  Grindhog 
  may 
  cause such a collapse to flush its 
  prey out from indoors and out into the 
  open where it can better attack. 
   
  Grindhogs cannot dig through stone, so 
  survivors 
  residing 
  in 
  a 
  Grindhog-
  infested area may relocate to a cave 
  or 
  concrete-reinforced 
  underground 
  shelter for protection. Once the food 
  source dries up, the Grindhogs will 
  move 
  on. 
  Grindhogs 
  often 
  hunt 
  in 
  pairs, so if one is spotted, another 
  will 
  be 
  lurking 
  nearby. 
  When 
  travelling, 
  if 
  a 
  party 
  finds 
  the 
  nearby ground littered with many holes 
  3 feet in diameter, they may want to 
  pick up the pace as they may have 
  stumbled through a Grindhog warren. 
   
  Mutations: 
  hyperburrowing, 
  seismic 
  tremor 
   
   
  GRIZZLY BOA 
  No. Enc.: 1d4 (1d6) 
  Alignment: Chaotic 
  Movement: 90’ (30’) 
  Armor Class: 6 
  
   
  Hit Dice: 7 
  Attacks: 2 (bite, constrict) 
  Damage: 1d6/2d10 
  Save: L3 
  Morale: 9 
  Hoard Class: VI 
   
  The Grizzly Boa is a 20-foot-long 
  snake-like 
  creature 
  that 
  lives 
  in 
  desert and arid areas. The Grizzly Boa 
  isn’t a true reptile, however. It is a 
  mutated legless bear that has evolved 
  a lengthened snake-like body covered 
  in a matted brown fur with a large 
  bear’s head at one end.  
   
  The Grizzly Boa is as aggressive as 
  any angered bear. They do not live in 
  caves though, preferring to use its 
  hyperburrowing mutation to hollow out 
  a large underground pit in which it 
  lives. A Grizzly Boa has evolved a 
  very acute vibration sense that gives 
  it the ability to feel vibrations in 
  the earth from up to 200 yards away. 
  The Grizzly Boa can use this sense 
  like radar, “feeling” the approximate 
  position of a nearby victim through 
  vibrations from them walking or riding 
  above. 
  The 
  Grizzly 
  Boa 
  will 
  then 
  burrow to a position under the victim, 
  exploding out from under them and 
  surprising them, gaining initiative in 
  the attack. 
   
  A Grizzly Boa attacks by wrapping 
  around and strangling a victim. If 
  successful, it will crush a victim for 
  2d10 
  hit 
  points 
  of 
  damage. 
  The 
  constriction continues on subsequent 
  rounds. They can also bite for 1d6 hit 
  points of damage, although the bite is 
  not poisonous. 
   
  Mutations: 
  hyperburrowing, 
  vibration 
  sense 
   
   
  GUARDBARK 
  No. Enc.: 1d4 
  Alignment: Neutral 
  Movement: 180’ (60’) 
  Armor Class: 6 
  Hit Dice: 5 
  Attacks: 2 (bite, sonic bark) 
  Damage: 1d8/2d6 
  Save: L3 
  Morale: 10 
  Hoard Class: None 
   
  The Guardbark is a mutated, hairless, 
  multi-limbed canine which stands about 
  3 feet tall. Usually green-skinned, a 
  Guardbark can also be pale tan, beige, 
  dark brown, or albino (treat as having 
  the 
  albinism 
  mutation). 
  Guardbarks 
  hardly look like their Ancient dog 
  cousins though, as their mouths take 
  up nearly half their body size, and 
  their eyes are bulbous spheres found 
  sitting in the middle of their backs. 
  Guardbarks usually have 6 to 8 legs, 
  giving them a higher movement rate 
  than other creatures their size. (It’s 
  fairly tough to outrun a pursuing 
  Guardbark.) 
   
  If 
  a 
  Guardbark 
  attacks, 
  it 
  will 
  usually do so with its incredibly 
  large mouth, which bites for 1d8 hit 
  
   
  point of damage. If a Guardbark barks 
  however, its highly developed mutant 
  vocal cords will blast out a deafening 
  sonic bark. All within 20 feet need to 
  save vs. stun attacks or take 2d6 hit 
  points 
  of 
  ear-splitting 
  damage. 
  Mutants 
  with 
  sensitive 
  hearing 
  or 
  mutations such as echolocation could 
  take double damage (at the discretion 
  of the Mutant Lord). This bark can be 
  heard by creatures up to 2 miles away. 
   
  Some bandits and wasteland marauders 
  catch and train Guardbark pups to act 
  as guardians for their lairs and other 
  locations, which is how the Guardbark 
  got its moniker. If the ne’er-do-well 
  hears the signal bark, he knows he 
  will probably encounter a deafened and 
  disoriented intruder when he arrives. 
  Some clever bandits will have both 
  Guardbarks and Eye Dogs (MF rulebook, 
  pg. 
  70) 
  working 
  in 
  tandem 
  as 
  protectors of their territory. 
   
  Mutations: aberrant form, sonic bark 
   
   
  HEADSORB 
  No. Enc.: 1 
  Alignment: Chaotic 
  Movement: 90’ (30’) 
    Fly: 120’ (40’) 
  Armor Class: 3 
  Hit Dice: 12 
  Attacks: 3 (two claws, bite) 
  Damage: 2d8/2d8/4d8 
  Save: L6 
  Morale: 10 
  Hoard Class: None 
  A Headsorb is a large lizard-like 
  monster 
  with 
  a 
  set 
  of 
  leathery 
  membranous 
  wings 
  (complete 
  wing 
  development) 
  and 
  glowing 
  pupilless 
  yellow eyes. Two sets of two-toed 
  claws are found on its “arms” and 
  “legs” and a serpentine tail rounds 
  out 
  the 
  beast’s 
  appearance. 
  The 
  Headsorb is covered in a thick slime 
  coating, but this is harmless and not 
  poisonous in the least. A Headsorb can 
  attack with its claws for 2d8 hit 
  points of damage for each claw that 
  hits, and it can also bite for 4d8 hit 
  points of damage. The Headsorb’s eyes 
  can also fire out a dazzling bright 
  light 
  which 
  blinds 
  all 
  opponents 
  within 30 feet for 1d4 rounds. This 
  blindness 
  causes 
  a 
  –4 
  penalty 
  on 
  attack 
  rolls 
  and 
  increases 
  the 
  victim’s armor class by 4 while they 
  stagger around blinded. 
   
  The true danger of a Headsorb is in 
  its 
  mutation 
  sink 
  ability. 
  The 
  creature 
  “absorbs” 
  unusual 
  mental 
  
   
  activity, effectively shutting down 
  all mental mutations within 50 feet. 
  (Physical mutations are unaffected.) 
   
  A Headsorb will often slowly approach 
  its prey, stopping the victim from 
  using its mental attacks. Unless the 
  mutant is good with weapons or has any 
  formidable 
  physical 
  mutations, 
  the 
  Headsorb will make the fight a short 
  one. 
   
  Mutations: 
  mutation 
  sink, 
  complete 
  wing 
  development, 
  optic 
  emissions 
  (bright eyes) 
   
   
  HUMMINGOAT 
  No. Enc.: 2d10 
  Alignment: Neutral 
  Movement: Fly: 240' (80') 
  Armor Class: 8 
  Hit Dice: 1 
  Attacks: 1 (butt) 
  Damage: 1d6 
  Save: L1 
  Morale: 8 
  Hoard Class: None 
   
  If a mutant suddenly feels as if he's 
  being pelted with large rocks, there's 
  a good chance he's being accosted by a 
  Hummingoat swarm. A Hummingoat is a 
  small (2-inch-long), quick bird that 
  has developed the head of a ram. The 
  Hummingoat's head is topped by two 
  curved stone-like horns, which it uses 
  to attack. When a Hummingoat feels 
  threatened or intruded upon, it will 
  buzz 
  around 
  the 
  head 
  of 
  the 
  interloper, building up speed until it 
  has reached its maximum movement rate. 
  (To the mutant, it will seem as if a 
  large insect is buzzing about his 
  head.) When its top speed is reached, 
  the Hummingoat will ram itself into 
  the mutant, inflicting 1d6 points of 
  damage upon impact. It takes one round 
  for the Hummingoat to recover after 
  ramming its enemy. 
   
  Although this attack may seem easily 
  shrugged off, a Hummingoat is seldom 
  encountered alone. There are usually 
  2d10 
  Hummingoats 
  encountered 
  in 
  a 
  swarm. If a party encounters the body 
  of a mutant who appears to have been 
  bludgeoned to death, it's best to be 
  cautious of a potential Hummingoat 
  swarm in the area. 
   
  Mutations: none 
   
   
  HYDROID 
  No. Enc.: 1 (0) 
  Alignment: Chaotic 
  Movement: 210’ (70’) 
  Armor Class: 5 
  Hit Dice: 12 
  Attacks: 3 (two claws, bite) 
  Damage: 1d6/1d6/3d8 
  Save: L6 
  Morale: 9 
  Hoard Class: None 
   
  Hydroids 
  appear 
  to 
  be 
  grotesquely 
  large snakes (between 30 and 40 feet 
  long) with the head and front claws of 
  an alligator. They have pupilless red 
  
   
  eyes and a bony fin protruding from 
  its head.  
   
  A Hydroid attacks with its two claws 
  for 1d6 hit points of damage each and 
  with its toothy maw for 3d8 hit points 
  of biting damage. A Hydroid’s true 
  nature is revealed when it uses its 
  special regenerative capability. When 
  a Hydroid is taken down to one-half of 
  its original hit point total, the 
  creature splits into two halves. These 
  halves 
  then 
  immediately 
  regenerate 
  into a whole Hydroid, each with the 
  remaining 
  hit 
  point 
  total. 
  (For 
  example, a 100-hit point Hydroid is 
  taken down to 50 hit points. It splits, 
  and the two new Hydroids each have 50 
  hit points.) The new Hydroids will not 
  divide further.  
   
  Mutations: 
  regenerative 
  capability 
  (one-time duplication) 
   
   
  ICE WOLF 
  No. Enc.: 1d4 (2d4) 
  Alignment: Neutral 
  Movement: 150’ (50’) 
  Armor Class: 6 
  Hit Dice: 5 
  Attacks: 1 (bite or frost breath) 
  Damage: 2d6 or 4d6 cold damage 
  Save: L2 
  Morale: 8 
  Hoard Class: None 
   
  The Ice Wolf is primarily found in 
  arctic and frozen wastelands. It is 
  the size of a very large dog, covered 
  in white fur. The Ice Wolf is a 
  nocturnal animal, preferring to hunt 
  at night. This is because it suffers 
  from albinism and is very sensitive to 
  sunlight, so it has a –2 penalty to 
  hit when the sun is up. However, its 
  thermal vision mutation allows it to 
  see perfectly well at night. 
   
  The Ice Wolf can bite its prey for 2d6 
  hit points of damage. Also it can 
  breathe a cone of frost breath once 
  every 4 rounds to a distance of 50 
  feet. This subzero attack deals 4d6 
  hit points of cold damage to anyone 
  hit. Ice Wolves live in caves and 
  underground ice tunnels, preferring 
  the 
  darkness 
  and 
  the 
  cold 
  these 
  shelters provide. 
   
  Mutations: albinism, thermal vision, 
  frost breath 
   
   
  JACKET 
  No. Enc.: 1d6 (3d10) 
  Alignment: Chaotic 
  Movement: 90’ (30’) 
    Fly: 180’ (60’) 
  Armor Class: 5 
  Hit Dice: 6 
  Attacks: 3 (two claws, bite or sting) 
  Damage: 1d6/1d6/1d8 or 1d6/special 
  Save: L3 
  Morale: 9 
  Hoard Class: XVII 
   
  Jackets are 4-foot-tall intelligent 
  humanoid wasps. They may initially be 
  mistaken for a giant bee or hornet, 
  
   
  but rather than a set of multifaceted 
  insectoid eyes, they have a pair of 
  large, 
  leering, 
  mammalian 
  eyes. 
  Jackets have four “legs” which hang 
  beneath them in flight. When standing, 
  the limbs are used as clawed arms and 
  legs, respectively. In combat, they 
  can claw for 1d6 hit points of damage, 
  and their mandibles can bite for 1d8 
  hit 
  points. 
  Jackets 
  also 
  have 
  a 
  poisonous stinger that they can use as 
  well. If stung, a PC takes 1d6 hit 
  points of damage, then must save vs. 
  poison 
  or 
  take 
  an 
  additional 
  2d6 
  points of poison damage (half-damage 
  with a successful save). 
   
  Jackets live in large beehive-like 
  nests 
  they 
  construct 
  out 
  of 
  any 
  materials they can lay their “hands” 
  on. These cobbled-together abodes are 
  huge, often 50 to 100 feet tall, 
  housing 3d10 Jackets within. Jacket 
  colonies work on a hierarchy system, 
  with all Jackets answering to one 
  primary king or queen who makes the 
  decisions for the entire colony. 
   
  There are currently four known species 
  of Jackets found in the Mutant Future, 
  each “tribe” acting independently of 
  each other. They can be distinguished 
  by their coloring and personality, as 
  well 
  as 
  the 
  specific 
  additional 
  mutation they have: 
   
  Yellow Jacket: The most aggressive of 
  Jackets, Yellow Jackets will attack 
  any interlopers they encounter near 
  their nesting grounds. They are tinted 
  a dull ochre-yellow and they may be 
  found wearing clothing and trinkets 
  scavenged from those they have killed. 
  Yellow Jackets can fire an electrical 
  energy ray from their eyes once every 
  three rounds. This ray will do 3d6 hit 
  points of electrical damage if struck. 
  Yellow Jackets are usually found in 
  Ancient 
  ruins 
  and 
  other 
  formerly 
  inhabited regions. 
   
  Blue Jacket: Blue Jackets are the only 
  Jackets found to use weapons in combat 
  as 
  well 
  as 
  their 
  own 
  naturally 
  occurring claws and stingers. Any Blue 
  Jackets encountered may be equipped 
  with a club or spear that they will 
  use in combat. (There is a 20% chance 
  that one may have a pistol or rifle at 
  the Mutant Lord’s discretion.) Blue 
  Jackets have a light robin’s-egg blue 
  coloring, and they can fire an ice 
  energy ray from their eyes once every 
  three rounds. This ray will do 3d6 hit 
  points of cold damage if struck. Blue 
  Jackets 
  are 
  usually 
  found 
  in 
  icy 
  Arctic tundra areas. 
   
  Red Jacket: Red Jackets are the most 
  intelligent 
  of 
  the 
  Jacket 
  races, 
  speaking fluently and living in a more 
  civilized manner. However, they are 
  more cunning and devious in their 
  dealing with strangers. Red Jackets 
  have been known to befriend the foe of 
  a common enemy before turning around 
  and betraying their new “ally” once 
  their 
  usefulness 
  has 
  ended. 
  Red 
  Jackets have a scarlet coloring, and 
  they can fire a heat energy ray every 
  
   
  three rounds. This ray will do 3d6 hit 
  points of heat damage if struck. Red 
  Jackets are usually found in arid 
  desert 
  areas 
  and 
  near 
  geothermal 
  pockets. 
   
  Black Jacket: The most secretive and 
  little-seen of the Jacket races, Black 
  Jackets are also the most feared. It 
  is 
  whispered 
  that 
  spying 
  a 
  Black 
  Jacket is an omen of death itself, as 
  the creatures so value their solitude 
  that 
  they 
  will 
  wipe 
  out 
  entire 
  villages to protect their hidden nests. 
  Few have seen a Black Jacket and lived. 
  They are rumored to be an ashen-grey 
  in color, and they use their killing 
  sphere mutation to permanently silence 
  those who stumble upon them. Black 
  Jackets are said to live in rocky, 
  mountainous, inaccessible regions. 
   
  The various Jacket colonies do not 
  interact with each other, as each one 
  views 
  its 
  specific 
  color 
  as 
  the 
  “primary” one. All other Jackets are 
  viewed as offshoots or “poor copies of 
  the original.” Due to these prejudices, 
  Jacket colonies are often at war with 
  each other. Heaven help the village 
  that finds itself between two warring 
  factions. 
   
  Mutations: complete wing development, 
  toxic weapon, energy ray (special), 
  killing sphere (special) 
   
   
  JAGUIRREL 
  No. Enc.: 1d10 (3d10) 
  Alignment: Neutral 
  Movement: 120’ (40’)  
  Armor Class: 8 
  Hit Dice: 1 
  Attacks: 1 (bite) 
  Damage: 1d8 (possible 2d10 additional) 
  Save: L1 
  Morale: 8 
  Hoard Class: None 
   
  A Jaguirrel (pronounced JAG-whirl) is 
  a 
  small, 
  vicious, 
  tree-dwelling, 
  feline carnivore. Jaguirrels have the 
  head, markings, and temperament of 
  larger felines such as tigers and 
  leopards, but they have the size, 
  speed, and agility of smaller rodents 
  such as squirrels and chipmunks. 
   
  Jaguirrels make their homes in trees 
  and in small underground burrows. They 
  are very territorial and will attack 
  anyone unfortunate enough to wander 
  near their nest. Because they hunt in 
  
   
  packs, 
  a 
  PC 
  will 
  encounter 
  1d10 
  Jaguirrels in the wild. A Jaguirrel 
  nest will hold 3d10 of the creatures, 
  making for a very violent encounter if 
  one pokes his hand into one. 
   
  Jaguirrels normally attack with a bite 
  attack for 1d8 hit points of damage if 
  successful. If a Jaguirrel wishes, it 
  can then commit to a carry-over attack 
  with 
  its 
  disintegration 
  mutation. 
  After biting, if a Jaguirrel makes a 
  second successful attack roll, it will 
  unleash a beam of molecular disruption 
  from 
  the 
  back 
  of 
  its 
  throat, 
  disintegrating whatever body part it 
  had clenched in its teeth. This beam 
  will do 2d10 hit points of damage 
  (half-damage if a successful save vs. 
  energy attacks is made). A successful 
  disintegration attack, however, will 
  drain the animal to 1 hit point, and 
  it will be unable to use the ability 
  again for 24 hours. If you encounter a 
  mutant missing a hand, leg, ear, and a 
  few other parts, odds are he may have 
  stumbled onto a Jaguirrel nest. 
   
  Mutations: disintegration (special) 
   
   
  LASER BEAR 
  No. Enc.: 1 (1d4) 
  Alignment: Neutral 
  Movement: 120’ (40’) 
  Armor Class: 6 
  Hit Dice: 4 
  Attacks: 3 (two claws, bite) 
  Damage: 1d3/1d3/1d6 
  Save: L3 
  Morale: 7 
  Hoard Class: VI 
   
  From a distance, Laser Bears look like 
  an Ancient grizzly bear. They have 
  either red or brown fur and average 
  about 9 feet tall when standing on 
  their rear legs. They rarely eat nuts 
  and berries, preferring a carnivorous 
  diet 
  of 
  fish 
  and 
  meat. 
  It 
  has 
  developed two mutations over time that 
  allows it to attack its prey from a 
  distance rather than the aggressive 
  “up close and personal” attacks of its 
  Ancient ancestors. 
   
  Laser Bears have laser eyes, enabling 
  it to fire a searing beam of light at 
  a foe once every 5 rounds. If hit, the 
  
   
  beam will do 6d6 hit points of damage. 
  Laser Bears also have developed a 
  vampiric field that draws 2d4 hit 
  points per round from all within 30 
  feet. This absorbed point total goes 
  into a reserve. All damage taken by 
  the Laser Bear is removed from this 
  total 
  first 
  before 
  the 
  creature’s 
  primary hit points are affected. Once 
  the prey is defeated from a distance, 
  the Laser Bear will approach to feed. 
   
  A Laser Bear’s mutations are useful 
  for long-distance combat effects, so 
  it 
  rarely 
  needs 
  to 
  enter 
  close 
  quarters combat with its prey. If 
  attacked up close, the Laser Bear will 
  retreat in order to attack with its 
  ranged abilities again. 
   
  Mutations: energy ray (laser eyes), 
  vampiric field 
   
   
  LAZARMS 
  No. Enc.: 0 (1d3) 
  Alignment: Neutral 
  Movement: Swim: 90’ (30’) 
  Armor Class: 7 
  Hit Dice: 9 
  Attacks: 8 (tentacles) or 1 (energy 
  ray) 
  Damage: 1d4 per tentacle or 4d6 per 
  energy ray 
  Save: L4 
  Morale: 7 
  Horde Class: None 
   
  A Lazarms is an eight-armed, squid-
  like, underwater creature that may be 
  mistaken 
  for 
  a 
  Giant 
  Octopus 
  (MF 
  rulebook, 
  pg. 
  87) 
  when 
  first 
  encountered. It is usually colored a 
  sickly 
  reddish-purple, 
  and 
  a 
  thin 
  webbed skin runs between each of its 
  tentacles, giving it a saucer shape. 
  Its most disturbing feature is its 
  eerie set of triple-pupiled eyes found 
  leering from its central body mass. 
   
  A Lazarms can grab and crush a foe 
  with any one of its eight tentacles 
  for 1d4 hit points of damage. These 
  tentacles will also wrap around a 
  victim upon a successful hit, crushing 
  them for 1d3 additional hit points of 
  damage per round. However, the Lazarms 
  prefers to attack with its energy ray 
  mutation. A Lazarms can fire a blue 
  laser beam from the tips of two of its 
  tentacles for 4d6 hit points of damage. 
   
  
   
  If a fight is going against a Lazarms, 
  it will spray a 40 foot cloud of black 
  ink, obscuring the vision for all in 
  the area. It will then try to make its 
  escape while its combatant is blinded. 
   
  Mutations: energy ray 
   
   
  LEATHERWING 
  No. Enc.: 1d6 (1d8) 
  Alignment: Neutral 
  Movement: 60’ (20’) 
    Fly: 240’ (80’) 
  Armor Class: 5 
  Hit Dice: 7 
  Attacks: 1 (bite) 
  Damage: 4d6 
  Save: L4 
  Morale: 8 
  Hoard Class: None 
   
  Leatherwings are giant mutant bats 
  that can be used as flying mounted 
  steeds. They are nearly 10 feet in 
  length with a 25 foot wingspan. They 
  have brown fur, red eyes, and a long 
  rat-like tail. Unlike common bats, 
  Leatherwings 
  have 
  fairly 
  decent 
  eyesight so they do not rely on (or 
  possess) 
  a 
  radar 
  sense 
  or 
  any 
  mutations like echolocation. 
   
  Leatherwings aren’t much good in a 
  fight, as they are only able to bite 
  with their large fanged mouth. However, 
  if they successfully bite, they’ll do 
  4d6 hit points of damage due to their 
  size and strength. Also, just like the 
  Giant 
  Bat 
  (MF 
  rulebook, 
  pg. 
  61), 
  Leatherwings have a paralysis poison 
  in their saliva, causing paralysis in 
  a bitten enemy for 1d10 rounds unless 
  a save vs. poison is successful. 
   
  Leatherwings aren’t naturally violent 
  unless provoked. Once “broken,” they 
  are as tame as any horse or beast of 
  burden. They are able to carry up to 
  300 pounds and fly at their full 
  movement rate. They can carry between 
  301 and 600 pounds and still become 
  airborne, however they move at half 
  their airborne movement rate. They are 
  unable to take flight once they are 
  carrying more than 600 pounds. 
   
  Mutations: gigantism, toxic weapon 
   
   
  LECTRIC BUG 
  No. Enc.: 1d6 (1d12) 
  Alignment: Neutral 
  Movement: Fly: 120’ (40’) 
  Armor Class: 5 
  Hit Dice: 1 
  Attacks: 1 
  Damage: 4d6 
  Save: L1 
  Morale: 10 
  Hoard Class: None 
   
  The Lectric Bug is a mutated form of 
  the common lightning bug/firefly. It 
  is about 2 inches in length and, other 
  than the increase in size, the insect 
  looks pretty much the same as it did 
  in 
  the 
  distant 
  past 
  with 
  one 
  exception: the softly glowing lower 
  abdomen found in today’s lightning bug 
  
   
  has been mutated into an electricity-
  generating 
  organ. 
  Its 
  glass-clear 
  abdomen flickers and arcs with stored 
  power, plainly visible in the darkness. 
   
  Lectric Bugs are peaceful herbivores 
  and are not normally aggressive. They 
  will not normally seek out and attack 
  a victim. Where the bug is dangerous, 
  however, 
  is 
  that 
  they 
  emit 
  a 
  shattering 
  Tesla-coil-like 
  arc 
  of 
  power once every 30 seconds or so. 
  This pulse of electrical energy, used 
  to signal a mate, will inflict 4d6 hit 
  points of damage to anyone within 50 
  feet of the Lectric Bug. Contact with 
  a Lectric Bug will also cause an 
  electrical pulse. Metal weapons, armor, 
  and the like will conduct this spark 
  of energy, so swatting one with a 
  metallic object is a poor idea. In 
  fact, if a party sees a swarm of 
  Lectric Bugs in the distance, it’s 
  best to just steer clear of them. 
   
  Lectric Bugs can be caught and stored 
  in an insulated container (glass works 
  well). Some experts can safely harness 
  the energy emitted by a Lectric Bug to 
  run 
  various 
  devices 
  and 
  machines. 
  However, more than one “expert” has 
  been electrocuted in the attempt. 
   
  Mutations: energy ray (electricity) 
   
   
  LEPERKAHN 
  No. Enc.: 1 (1d4) 
  Alignment: Chaotic 
  Movement: 120’ (40’)  
  Armor Class: 5 
  Hit Dice: 4 
  Attacks: 1 (weapon or disease touch) 
  Damage: As per weapon 
  Save: L2 
  Morale: 7 
  Hoard Class: X 
   
  A Leperkahn (pronounced LEP-purr-kahn) 
  is 
  an 
  evil, 
  shriveled, 
  disease-
  carrying, human mutant who lives only 
  to make more of his kind. Leperkahns 
  often 
  dress 
  in 
  green 
  (to 
  better 
  camouflage themselves in the forests 
  in which they dwell). Leperkahns are 
  often 
  found 
  alone, 
  although 
  a 
  Leperkahn lair will have 1d4 of the 
  mutants living there. 
   
  They have a maximum height of 2 feet 
  due to their dwarfism mutation. Due to 
  this decreased height, they receive a 
  +1 bonus to hit human-sized targets or 
  bigger 
  with 
  a 
  handheld 
  weapon, 
  although they also get a –1 penalty to 
  damage. Their height also gives them a 
  bit of a bonus on their AC. 
   
  Where Leperkahns are dangerous is with 
  their disease touch mutation. They are 
  disease carriers who actually delight 
  in spreading their illness to other 
  Pure Strain Humans, which is how they 
  propagate their species. If a Human is 
  touched by a Leperkahn, they will be 
  infected by a wasting disease that 
  will do 1d10 hit points of rotting 
  damage a day. The Human’s body will 
  misshape 
  and 
  warp. 
  His 
  mind 
  will 
  become corrupt and twisted. If the 
  
   
  progress of the disease is not stopped, 
  within a week the Human will have 
  transformed into an evil Leperkahn as 
  well. They will be lost to the party 
  and 
  will 
  become 
  an 
  NPC 
  creature. 
  However, if the disease is stopped, 
  the 
  damage 
  taken 
  by 
  the 
  rotting 
  disease 
  is 
  permanent. 
  Fortunately, 
  only 
  Pure 
  Strain 
  Humans 
  are 
  susceptible and all others are immune 
  to this rotting disease. 
   
  Leperkahns have an eerie, maniacal, 
  high-pitched laugh. If you hear it, 
  it’s best to leave the area before 
  they attack. 
   
  Mutations: 
  dwarfism, 
  toxic 
  weapon 
  (disease touch) 
   
   
  LIZZORSE 
  No. Enc.: See description 
  Alignment: Neutral 
  Movement: 90’ (30’) 
  Armor Class: 7 
  Hit Dice: 3 
  Attacks: 2 (claws) 
  Damage: 1d6/1d6 
  Save: L2 
  Morale: 9 
  Horde Class: None 
   
  Primarily used as a means of transport, 
  the Lizzorse is a large reptilian-like 
  creature with a beak-like mouth and 
  slit eyes. Lizzorses are hairless, 
  covered instead with a thick pale-
  brown hide. 
   
  Lizzorses 
  are 
  incredibly 
  strong 
  creatures, often used as pack animals 
  and cart-pullers. They can carry up to 
  450 pounds and move at full speed, and 
  up to 900 pounds and have their 
  movement halved. When threatened, a 
  Lizzorse will rear up and slash with 
  their front claws for 1d6 hit points 
  of damage. Lizzorses are not agile 
  creatures when at a full gallop, often 
  crashing 
  through 
  smaller 
  barriers 
  rather than leaping over them the way 
  a horse will. They are also somewhat 
  slower 
  than 
  a 
  Riding 
  Horse 
  (MF 
  rulebook, pg. 76) with a max speed of 
  90 feet per turn. 
   
  Lizzorses are as loyal as horses and 
  are incredibly protective of their 
  master. They will never be found in 
  the wild, however, because they are 
  specifically bred, raised, and trained 
  by Lizzorse handlers. A PC who wishes 
  one as a mount will have to find 
  someone willing to sell theirs. 
   
  Mutations: none 
   
   
  MAIRCAN IGGLE 
  No. Enc.: 1 (1d4) 
  Alignment: Neutral 
  Movement: 450’ (150’) 
  Armor Class: 6 
  Hit Dice: 4 
  Attacks: 2 or 1 (claw, bite or slash) 
  Damage: 1d6/1d8 or 1d12 
  Save: L2 
  Morale: 9 
  Hoard Class: None 
  
   
  The Maircan Iggle (MAIR-cuhn IGG-gull) 
  is a large predatory bird (4 feet long 
  with a 12 foot wing span) descended 
  from the national symbolic avian of an 
  Ancient 
  culture. 
  They 
  can 
  be 
  identified by the white feathers on 
  its head, along with a crest along the 
  top. 
   
  The Iggle has developed a set of 
  extremely sharp teeth which it uses to 
  rend its victims. When attacking, the 
  Iggle swoops down and claws and bites 
  its victim for 1d6/1d8 hit points of 
  damage. An Iggle also has developed 
  feathers which have a razor-sharp edge 
  to them. They may swoop down and pass 
  next to a victim, slashing them with 
  their wings as they fly by. This slash 
  attack does 1d12 hit points of damage. 
   
  An Iggle can carry up to 300 pounds 
  and will sometimes grab a victim and 
  take them aloft (to either drop them 
  from a dizzying height or just to take 
  back to the nest to feed). Smaller 
  animals (and PCs) should be cautious 
  when 
  an 
  Iggle 
  is 
  seen 
  circling 
  overhead. Complicating things is that 
  some denizens of the Mutant Future 
  view the Iggle as a creature to be 
  protected and respected. Some even 
  feel that the Iggle is the key that 
  will one day lead them back into a 
  Land of Prosperity. These zealots will 
  defend the creature to the death as it 
  represents What Once Was.  
   
  Mutations: gigantism, aberrant form 
  (natural weapon) 
  MARSH HULK 
  No. Enc.: 1 (1d2) 
  Alignment: Neutral 
  Movement: 90’ (30’) 
    Underwater: 90’ (30’) 
  Armor Class: 2 
  Hit Dice: 11 
  Attacks: 1 (claw, bite, or weapon) 
  Damage: 1d8/1d8 or as weapon 
    (3d6 damage bonus with claw/weapon) 
  Save: L6 
  Morale: 8 
  Hoard Class: XX 
   
  A Marsh Hulk is a huge (7 to 8 feet 
  tall) fur-covered humanoid mutant that 
  lives 
  in 
  swamps 
  and 
  marshy 
  environments. They have glowing yellow 
  eyes, a mouth full of dagger-like 
  teeth, and sharp four-fingered claws. 
  Because of their preferred habitat, a 
  Marsh Hulk is often found dripping wet, 
  reeking of damp rot, with seaweed and 
  other 
  brambles 
  clinging 
  to 
  their 
  matted fur. They are incredibly strong 
  and 
  virtually 
  impervious 
  to 
  harm. 
  Entering into combat with a Marsh Hulk 
  is incredibly foolhardy, and even the 
  bravest of adventurers should avoid 
  angering one. 
   
  A Marsh Hulk is unusual in that it’s 
  one of the few mammals capable of 
  water breathing. Using this mutation, 
  a Marsh Hulk will make its lair in an 
  underwater cave or cavern, coming out 
  only when an intruder invades its turf. 
  A Marsh Hulk doesn’t “swim” but it can 
  walk underwater along the bottom of 
  
   
  the swamp at the same rate as it can 
  on land. 
   
  It is very difficult to harm a Marsh 
  Hulk due to its natural armor. Its 
  matted fur is hardened to a stone-like 
  surface, making it impenetrable. Also, 
  its 
  fur 
  is 
  permanently 
  dampened, 
  effectively 
  making 
  the 
  Marsh 
  Hulk 
  immune to all fire attacks.  
   
  A Marsh Hulk’s basic fighting skill is 
  “grab an object and beat my opponent 
  with 
  it.” 
  Due 
  to 
  its 
  increased 
  strength, a Marsh Hulk gets a 3d6 hit 
  point damage bonus when it hits with 
  its claw or a club. And heaven help 
  you if it grabs hold of you and starts 
  yanking in opposite directions! 
   
  In spite of its frightening appearance 
  and formidable strength, Marsh Hulks 
  are actually fairly timid, choosing to 
  avoid combat if possible. But if they 
  enter 
  combat, 
  they 
  will 
  tear 
  the 
  combatant apart to ensure they are 
  never bothered by them again. 
   
  Mutations: water breathing, natural 
  armor (extreme), reflective epidermis 
  (fire), increased strength 
   
   
  MECHANIBAL 
  No. Enc.: 1 
  Alignment: Neutral 
  Movement: Varies; usually 120’ (40’) 
  Armor Class: 6 or better 
  Hit Dice: 50 + 1d20 hit points 
  Attacks: Varies 
  Damage: Varies 
  Save: L6 
  Morale: 5 
  Hoard Class: VIII 
   
  A Mechanibal (muh-KAN-uh-buhl) is any 
  kind of artificial intelligence that 
  has overridden its programming and 
  made survival and self-preservation 
  its only priority. To do this, a 
  Mechanibal salvages materials, parts, 
  and other items of use from other AI 
  machines and grafts them into its own 
  hardware. A Mechanibal will attack and 
  destroy other forms of robotic life in 
  order to supply itself with the parts 
  it feels it needs to carry on. Because 
  of the cannibalistic nature of these 
  ‘bots, 
  only 
  one 
  will 
  ever 
  be 
  encountered at a time because two or 
  more will attack each other for the 
  valuable parts they contain. 
   
  A 
  Mechanibal 
  (nicknamed 
  “cannibal 
  robot” or “crankenstein” by some) can 
  be 
  identified 
  by 
  its 
  hodge-podge 
  assembly. They may have multiple limbs 
  and weapons, varying modes of mobility, 
  and an odd assortment of sensors. 
  Mechanibals are as close to “insane” 
  as an AI construct can get due to the 
  copious 
  amounts 
  of 
  conflicting 
  hardware and software programming it 
  may have implemented into its systems. 
  Because a Mechanibal can have any 
  number of random limbs and systems, it 
  is suggested that the stats discussed 
  here be used only as a guideline for 
  their construction. The Mutant Lord is 
  encouraged to randomly roll and/or 
  
   
  choose parts for the Mechanibal as 
  each is wildly different from another. 
  For more information on the variations 
  of robots and androids, refer to the 
  Mutant Future rulebook, pgs. 126–132. 
   
  Because a Mechanibal may have welded 
  extra armor plating and protection to 
  itself, its armor class should start 
  at a base AC of 7 + 1d4 extra levels 
  of armor protection. (A roll of 3 
  equals a final AC of 4.) Along the 
  same lines, a Mechanibal starts with a 
  base of 50 hit points plus 1d20 extra 
  hit points due to “self-improvement.” 
   
  Mechanibals 
  usually 
  have 
  bipedal 
  locomotion (120’/40’ movement rate) 
  though there have been rare instances 
  of wheeled or flying ‘bots. (Mutant 
  Lord’s 
  discretion.) 
  They 
  have 
  2 
  primary manipulator limbs with 1d4 
  extra limbs attached. At least one of 
  these ends with an arc welder or 
  riveter to allow for the attachment of 
  new salvage. The other limbs can end 
  with any other robotic manipulator or 
  weapon 
  imaginable. 
  (Again, 
  Mutant 
  Lord’s discretion.) Because of the 
  overwhelming sense of survival these 
  robots have, they have a comparatively 
  low morale and will retreat the moment 
  they feel threatened. Mechanibals are 
  also cowardly and will often attack in 
  a 
  guerrilla 
  style 
  or 
  with 
  ranged 
  weapons. They also have a “lair” of 
  sorts where they stockpile supplies, 
  tools, scrap, and other items they may 
  need for future upgrades and repairs. 
   
  Mechanibals will always attack any AI 
  construct it encounters. Its secondary 
  target will be any Ancient technology 
  it can take and graft onto itself. All 
  adventuring 
  parties 
  will 
  have 
  something a Mechanibal will covet and 
  kill to possess. 
   
  Mutations: none 
   
   
  MEDUSAWEED 
  No. Enc.: 1d4 
  Alignment: None 
  Movement: None 
  Armor Class: 7 
  Hit Dice: 4 
  Attacks: Special 
  
   
  Damage: Stun, Special 
  Save: L2 
  Morale: None 
  Hoard Class: None 
   
  Medusaweed is an insidious naturally 
  occurring 
  plant 
  found 
  in 
  deep 
  overgrown forests in the Mutant Future. 
  They appear to be the same as any 
  other overgrown vines, snaking up tree 
  trunks, 
  hanging 
  from 
  branches, 
  or 
  laying across the forest floor. A 
  strange sign that a Medusaweed patch 
  is present is the appearance of 1d4 
  lifelike 
  vine-covered 
  “statues” 
  scattered throughout the area. These 
  are actually the fossilized victims of 
  the ‘Weed. 
   
  If a character comes into contact with 
  Medusaweed for more than 2 rounds, he 
  should roll a save vs. poison attacks. 
  If 
  the 
  save 
  fails, 
  he 
  will 
  be 
  paralyzed 
  by 
  the 
  vine’s 
  slowly 
  absorbed dermal poison sap. The slow-
  acting poison ensures that a victim is 
  unaware of the danger until they are 
  well within the Medusaweed patch. Once 
  paralyzed, the vine will slowly start 
  wrapping itself around the character, 
  which then triggers the Medusaweed’s 
  fossilization mutation. The ‘Weed will 
  begin “feeding” on the character for 
  2d4 hit points of damage each round. 
  As it absorbs the character’s life 
  force, 
  the 
  character’s 
  flesh 
  will 
  begin to fossilize, turning into a 
  calcified stone-like substance. When 
  the 
  character’s 
  hit 
  points 
  are 
  completely absorbed, all that remains 
  is a rock-like “husk” of the dead 
  character. If a character makes the 
  initial save vs. poison, he is able to 
  pull himself away from the Medusaweed, 
  but he takes 2d4 hit points of damage 
  from the plant’s initial attempt to 
  calcify the character. 
   
  Medusaweed moves incredibly slowly, so 
  there is no danger to the cautious 
  character. But one who stumbles into a 
  Medusaweed 
  patch 
  alone 
  may 
  find 
  himself transformed into yet another 
  “statue” in the wilderness. 
   
  Mutations: 
  dermal 
  poison 
  sap, 
  fossilization 
   
   
  MOLTEN FIEND 
  No. Enc.: 1 (1) 
  Alignment: Neutral 
  Movement: 60’ (20’) 
  
   
  Armor Class: 4 
  Hit Dice: 14 
  Attacks: 2 (two claws) 
  Damage: 3d4/3d4 
  Save: L7 
  Morale: 9 
  Hoard Class: none 
   
  A Molten Fiend is a monstrously huge 
  (18+ feet tall) humanoid mutant that 
  lives 
  in 
  actively 
  volcanic 
  environments. They have eerie white 
  eyes, pointed ears, a pug nose, and 
  are covered in a sickly, rubbery, 
  ashen-grey 
  skin. 
  Because 
  of 
  their 
  preferred habitat, it will be rare to 
  encounter a Molten Fiend as no one is 
  foolish enough to approach an active 
  lava field or volcanic crater where 
  they reside. If, however, someone does 
  get close enough, they will attempt to 
  grab the victim and drag them into the 
  lava where they will then feed on 
  what’s left of the charred remains. 
   
  The 
  Molten 
  Fiend’s 
  rubbery 
  skin 
  bestows on it a form of incredible 
  fire resistance. They are immune from 
  any 
  and 
  all 
  fire 
  and 
  flame-based 
  attacks. In fact, the skin of the 
  Molten Fiend is actually quite cool to 
  the touch, so there is no danger of 
  being burned by its grip. (But that’s 
  little comfort when it’s dragging you 
  to a fiery doom.) 
   
  Due to the size of the Molten Fiend, 
  it has increased strength. However, it 
  is a slow creature, so it receives no 
  damage bonuses in combat, though it 
  will still do 3d4 hit points of damage 
  if it successfully clubs you with its 
  fist. On a successful hit, a PC should 
  roll a save vs. STR. If the save fails, 
  the Fiend has successfully grabbed the 
  victim and will begin pulling them 
  into the lava. Unless the PC is very 
  clever or the party comes to his aid, 
  he will be dragged screaming into the 
  liquid rock. 
   
  Mutations: increased strength, fire 
  resistance 
   
   
  NANOMITE SWARM 
  No. Enc.: 1 swarm 
  Alignment: Neutral 
  Movement: Fly: 75’ (25’) 
  Armor Class: 7 
  Hit Dice: 6 
  Attacks: 1 
  Damage: Special (depends on type; 
    see description) 
  Save: L3 
  Morale: 11 
  Hoard Class: None 
   
  During the final wars of the Ancients, 
  military scientists were experimenting 
  with 
  Nanomites, 
  microscopic 
  robots 
  with limited artificial intelligence. 
  The 
  plan 
  was 
  to 
  program 
  these 
  microscopic automatons to attack the 
  enemy and heal the wounded during a 
  combat situation. The Nanomites worked 
  as planned. However, in The Savage 
  AfterWorld, 
  these 
  still-activated 
  rogue 
  machines 
  pose 
  a 
  substantial 
  threat. 
  
   
  A Nanomite Swarm literally contains 
  millions 
  of 
  cellular-sized 
  ’bots. 
  Individually too small to be seen, a 
  Nanomite Swarm appears as a fine black 
  mist or a swirling vortex of smoke. 
  Once engaged, this “mist” will sweep 
  in and engulf the party. (See the 
  Insect Swarm entry in the MF rulebook, 
  pg. 77, for more information on how a 
  swarm may react to the PCs.) 
   
  There are two classes of Nanomite 
  Swarm that may be encountered in the 
  Mutant Future: 
   
  Combat 
  Nanomite 
  Swarm: 
  Combat 
  Nanomites were designed to attack an 
  enemy from the inside out. Upon a 
  successful hit, have the PC save vs. 
  poison. If the roll fails, some of the 
  Nanomites have burrowed into the PC’s 
  flesh. They will attack the character 
  on a cellular level, flaring up and 
  burning out, delivering 3d6 hit points 
  of damage as they destroy themselves 
  to damage the victim. The only way to 
  stop the attack is to escape or 
  destroy the swarm. 
   
  Medical 
  Nanomite 
  Swarm: 
  Medical 
  Nanomites 
  were 
  designed 
  for 
  quick 
  healing and repair on the combat front. 
  Now that the wars have ended, they 
  still seek out the injured to assist. 
  But DNA has changed a LOT over the 
  years. Any pure human successfully 
  “attacked” by Medical Nanomites will 
  instead 
  find 
  that 
  they 
  have 
  been 
  healed for 3d6 hit points. However, 
  because 
  the 
  Nanomites 
  were 
  not 
  designed for mutant DNA, any mutant 
  PCs successfully attacked should roll 
  1d4. On 1 or 2, the Nanomites are able 
  to puzzle out enough of the DNA’s 
  quirks to heal the mutant PC for 2d6 
  hit points. On a roll of 3, the 
  Nanomites instead alter the DNA in 
  some way, bestowing 1 random mutation 
  to the PC. However, on a roll of 4, 
  the Medical Nanomite does more harm 
  than good. The PC will need to save vs. 
  poison or take 3d6 hit points of 
  damage. Because the Nanomites were 
  never programmed for artificial life, 
  all 
  androids 
  and 
  robotic 
  PCs 
  are 
  unaffected by Medical Nanomites. 
   
  Just like an insect swarm, a Nanomite 
  Swarm sustains no damage from weapons. 
  (It’d be like trying to stab, club, or 
  shoot a fog bank.) Attacks from fire, 
  cold, or other energy-based attacks 
  will 
  deliver 
  full 
  damage 
  to 
  the 
  Nanomite Swarm. Any electrical-based 
  attacks such as from an energy baton, 
  shock gloves, EMP rifle, etc., will 
  deliver 
  double 
  damage 
  upon 
  a 
  successful hit. Nanomite Swarms are 
  typically 
  encountered 
  on 
  Ancient 
  battlegrounds, though a swarm may have 
  “drifted” over the years to nearby 
  areas as well. 
   
  Mutations: none 
   
   
  NECROBEAST 
  No. Enc.: 1 
  Alignment: Neutral 
  Movement: 120’ (40’) 
  
   
  Armor Class: 5 
  Hit Dice: 7 
  Attacks: 3 (two clubs, peck) 
  Damage: 1d4/1d4/1d4 
  Save: L3 
  Morale: 9 
  Hoard Class: VII 
   
  The Necrobeast is a large, bear-sized, 
  bipedal, flightless vulture. Just like 
  its 
  Ancient 
  counterpart, 
  the 
  Necrobeast feeds primarily on dead and 
  decaying tissue, preferring it over 
  recently killed prey. It has evolved a 
  special toxic weapon to achieve this. 
   
  In combat, a Necrobeast attacks with 
  two vestigial wing-like “clubs” it 
  uses to bludgeon a victim. On a 
  successful 
  attack, 
  these 
  club-like 
  arms do 1d4 hit points of damage. The 
  Necrobeast can also peck at its prey 
  with its beak for a similar 1d4 hit 
  points 
  of 
  damage. 
  However, 
  the 
  Necrobeast’s true abilities are in its 
  mutations. 
   
  The Necrobeast has evolved the killing 
  sphere mutation. When triggered, all 
  creatures 
  within 
  25 
  feet 
  of 
  the 
  Necrobeast will have their hit points 
  dropped to 1 hit point, then a save vs. 
  stun attacks must be made or the 
  victim will drop unconscious for 1d10 
  rounds. 
  Once 
  incapacitated, 
  the 
  Necrobeast will peck at the victim, 
  injecting a rotting disease into its 
  prey. This rotting disease (similar to 
  a Rot Dog’s; see MF rulebook, pg. 92) 
  will 
  immediately 
  inflict 
  1d10 
  hit 
  points of damage, probably killing the 
  victim. However, the Necrobeast will 
  let the disease continue to decay the 
  corpse, and it will return in 1d4 
  weeks to feed upon the rotting remains. 
   
  Mutations: 
  killing 
  sphere, 
  toxic 
  weapon 
   
   
  OCEANBROOD 
  No. Enc.: 1 (1d2) 
  Alignment: Neutral 
  Movement: 120’ (40’) 
    Swim: 120’ (40’) 
  Armor Class: 5 
  Hit Dice: 10 
  Attacks: 3 (two claws, bite) 
  Damage: 3d10/3d10/3d6 
  Save: L5 
  Morale: 12 
  Hoard Class: None 
   
  The Oceanbrood are an offshoot of the 
  Lobstrosity species (MF rulebook, pg. 
  81), 
  although 
  they 
  are 
  ten-times 
  larger, 
  more 
  aggressive, 
  and 
  infinitely 
  more 
  dangerous. 
  An 
  Oceanbrood is 20 to 40 feet long and 
  protected by a flexible outer shell. 
  They are often found in or near large 
  bodies of water. They are as quick in 
  the water as they are on the ground, 
  able to swim at its normal land 
  movement rate. 
   
  An Oceanbrood’s claws are diamond-hard 
  and razor-sharp, as its claws have 
  been known to cut through steel. These 
  claws do 3d10 hit points of damage to 
  
   
  an unlucky victim. If a single claw 
  attack of an Oceanbrood does more than 
  20 points of damage at one time, the 
  PC should roll vs. death or they will 
  have a limb severed by the knife-edged 
  claw. A second save vs. death should 
  then be rolled, otherwise the claw 
  severed the PC’s head or cut them in 
  half, 
  killing 
  them 
  instantly. 
  The 
  Oceanbrood will also bite an opponent 
  with its mouth of pointed teeth, doing 
  3d6 hit points of damage. 
   
  Although 
  it 
  has 
  very 
  limited 
  intelligence, an Oceanbrood can be 
  trained to obey very simple commands 
  if it is caught when young and trained 
  as it grows, although they cannot be 
  trained 
  to 
  do 
  anything 
  more 
  substantial than coming when called 
  and attacking a specific target. 
   
  Mutations: none 
   
   
  OCTOSHARK 
  No. Enc.: 1 (1) 
  Alignment: Neutral 
  Movement: Swim: 240’ (80’) 
  Armor Class: 4 
  Hit Dice: 15 
  Attacks: 7 (bite, six tentacles) 
  Damage: 4d8/2d8/2d8/2d8/2d8/2d8/2d8 
  Save: L9 
  Morale: 10 
  Hoard Class: None 
   
  An Octoshark is a viciously violent 
  giant sea creature with the head of a 
  shark and the body of an octopus. It 
  is often confused with the sharktopus, 
  which is thought to only exist in 
  Ancient “B-movies.” But whereas the 
  sharktopus is nothing more than the 
  imaginings of a fevered movie director, 
  the Octoshark is quite real in the 
  Mutant Future. 
   
  Octosharks are incredibly large, able 
  to use their monstrous tentacles to 
  
   
  pull up and out of the water to attack 
  large ships and coastal villages. They 
  are water-breathers, so they cannot 
  stay out of the water for very long 
  before needing to submerge again to 
  breathe. However, it has a voracious 
  appetite and will consume nearly any 
  animal life it encounters. When a 
  favored fishing spot becomes empty, 
  anglers 
  sometimes 
  worry 
  that 
  an 
  Octoshark has nested nearby. 
   
  An Octoshark attacks first by trying 
  to grasp an opponent with one of its 
  six tentacles. Because it has so many 
  of them, it is not unusual for an 
  Octoshark to grab and hold multiple 
  victims during combat. Once held, a 
  victim will suffer 2d8 hit points of 
  crushing damage each combat round. It 
  can also bite for 4d8 hit points of 
  damage, preferring to bite a captured 
  victim. On a natural 20 on a “bite” 
  attack, an Octoshark will swallow a 
  victim whole. The victim will then 
  suffer 4d8 hit points of drowning/acid 
  damage per round from the creature’s 
  stomach acids until he either dies or 
  is able to somehow escape. It is 
  fortunate that an Octoshark has no 
  mutations as the creature is more than 
  a challenge to an unwary party. 
   
  Mutations: none 
   
   
  PARASCREECH 
  No. Enc.: 1 
  Alignment: Neutral 
  Movement: Fly: 120’ (40’) 
  Armor Class: 9 
  Hit Dice: 1 hp 
  Attacks: None 
  Damage: None 
  Save: L1 
  Morale: 7 
  Hoard Class: None 
   
  The Parascreech is a small yellow 
  harmless bird. A descendant of the 
  Ancient housepet, Parascreeches are 
  usually 
  tamed 
  and 
  kept 
  as 
  Mutant 
  Future pets as well. However, the 
  Parascreech 
  has 
  evolved 
  a 
  very 
  powerful set of vocal cords giving it 
  the shriek mutation. 
   
  If 
  a 
  Parascreech 
  is 
  disturbed 
  or 
  agitated, it will let loose with a 
  deafening scream affecting all within 
  10 foot radius. Those who fail a save 
  vs. stun attacks will take 1d4 hit 
  points of sonic damage and be deafened 
  for 
  1d6+4 
  rounds. 
  Those 
  who 
  successfully save are unaffected. 
   
  Parascreeches are obviously useful as 
  nonaggressive guardians. An NPC may 
  set one in a cage near some valuables 
  he hopes to protect. Or the PCs may 
  find a Parascreech in a cage hanging 
  outside of the entrance to a bandit 
  hideout. When the Parascreech lets 
  loose, you can bet its owner will come 
  running to see what the commotion’s 
  all about. 
   
  Some Parascreeches have been trained 
  to remain silent when a password is 
  said to them. The password is usually 
  
   
  something innocent like “Pretty bird!” 
  or 
  “Kiss 
  kiss 
  kiss!” 
  If 
  someone 
  approaches without saying the password 
  though, the trained Parascreech will 
  begin screaming. 
   
  Mutations: shriek 
   
   
  PFRTZ 
  No. Enc.: 1d4 
  Alignment: Neutral 
  Movement: 60' (20') 
  Armor Class: 7 
  Hit Dice: 4 
  Attacks: 1 
  Damage: Special 
  Save: L2 
  Morale: None 
  Hoard Class: None 
   
  The bane of androids and robots is the 
  energy-draining 
  entity 
  known 
  as 
  a 
  Pfrtz 
  (pronounced 
  FRITZ). 
  A 
  Pfrtz 
  looks like a basketball-sized floating 
  orb, bluish-black in color, crackling 
  with energy over its surface. It could 
  be mistaken for ball lightning at a 
  distance. The Pfrtz was developed in 
  Ancient Days as a way to safely absorb 
  and 
  discharge 
  massive 
  amounts 
  of 
  dangerous energy, for example, from a 
  malfunctioning reactor or rogue combat 
  AI. In the Mutant Future, these energy 
  absorbers float aimlessly across the 
  wastelands, homing in on the strongest 
  energy signatures it can detect. 
   
  When it encounters something with a 
  strong 
  energy 
  signature 
  (vehicles, 
  generators, and 'bots are a favored 
  target), the Pfrtz will approach the 
  target, attempting to make contact 
  with it. If a Pfrtz successfully makes 
  contact, it will instantly drain a 
  device 
  of 
  all 
  of 
  its 
  power. 
  A 
  vehicle's power cell will be emptied, 
  or a power generator will cease to 
  function. If an android or similar 
  artificial lifeform makes contact with 
  a Pfrtz, it should make a save vs. 
  energy attacks. If unsuccessful, the 
  android will take 3d6 hit points of 
  damage (as its power is drained away). 
  A successful save results in half-
  damage. 
  A 
  Pfrtz 
  will 
  ignore 
  all 
  organic 
  lifeforms, 
  as 
  the 
  energy 
  produced by a biological lifeform is 
  too little to be recognized. 
  Attacking a Pfrtz is also difficult, 
  as it takes no damage from energy-
  based weapon attacks, simply absorbing 
  the energy. The only way a Pfrtz can 
  be injured is by unpowered and/or 
  hand-held 
  melee 
  weapons. 
  However, 
  because of the nature of a Pfrtz, it 
  
   
  discharges 
  3d6 
  hit 
  points 
  of 
  electrical damage from its energy-
  retaining cell structure when struck. 
  Non-conductive weapons made of wood or 
  plastic, 
  or 
  ranged 
  "slug-throwing" 
  weapons such as pistols and rifles are 
  the only ways to avoid this discharge. 
   
  A Pfrtz will consider its mission as 
  "complete" once it has absorbed 50 
  points 
  of 
  energy. 
  Because 
  it 
  is 
  single-minded of purpose once it has 
  homed onto a target, the best way to 
  deal with it is to somehow "feed" it 
  via energy weapon discharges or by 
  tossing 
  charged 
  power 
  cells 
  and 
  batteries at it until it has taken in 
  its fill of power. 
   
  Mutations: 
  energy 
  absorption 
  (electric), 
  energy-retaining 
  cell 
  structure 
   
   
  POLONIUM IVY 
  No. Enc.: 0 (1d8) 
  Alignment: None 
  Movement: None 
  Armor Class: 9 
  Hit Dice: 2 
  Attacks: 1 
  Damage: Special 
  Save: L1 
  Morale: None 
  Hoard Class: None 
   
  Polonium 
  Ivy 
  appears 
  as 
  a 
  thin, 
  reddish-brown vine covered with the 
  triple-leaved clusters. These leaves 
  are 
  a 
  brilliant 
  orange 
  in 
  color 
  mottled 
  with 
  small 
  black 
  spots. 
  Polonium Ivy, a mutated off-shoot of 
  an Ancient strain of poison ivy, can 
  be found growing in a variety of 
  places: snaking up a tree trunk, in 
  leafy bushes in fields and forests, or 
  even as a single solitary plant that 
  has infested a village garden. 
   
  Polonium Ivy is coated with a highly 
  irritating 
  oil 
  that 
  causes 
  a 
  blistering rash to spread wildly over 
  any area that comes into contact with 
  it. If someone comes into contact with 
  Polonium Ivy, they should make a save 
  vs. poison. If they fail, they have 
  been exposed to the Ivy's oils and the 
  rash immediately breaks out on the 
  affected area. This rash itches and 
  burns with a white-hot intensity that 
  is 
  impossible 
  for 
  the 
  victim 
  to 
  ignore. The mutant will wildly scratch 
  at the irritation, suffering a –2 
  penalty on all saves vs. DEX, INT, and 
  WIL, as the victim remains completely 
  preoccupied by the irritation. They 
  will also suffer a –2 penalty on all 
  rolls to hit in combat, whether hand-
  
   
  to-hand or ranged, until the rash 
  clears up. This rash will last for 20 
  days minus the victim's CON score. (A 
  mutant with a CON of 15 will suffer 
  from the rash for 5 days; a CON score 
  of 11 equals a 9-day rash; etc.) The 
  rash is not contagious and cannot be 
  spread 
  via 
  contact 
  with 
  another 
  mutant. 
   
  The other hazard to watch out for in 
  relation to Polonium Ivy is that it is 
  mildly 
  radioactive. 
  Polonium 
  Ivy's 
  radiation class falls between 1 and 4 
  (roll 1d4 when first encountered). 
  Fortunately, the radiation emitted is 
  at a low level, even though it may be 
  of a high intensity. Anyone exposed to 
  Polonium Ivy radiation only needs to 
  make a save vs. radiation once a day 
  rather than per round. If there is a 
  village 
  with 
  many 
  new 
  mutations 
  erupting throughout the populace (as 
  well as an unexplained intense rash 
  suffered by everyone), PCs should be 
  on the lookout for a patch of Polonium 
  Ivy. 
   
  Mutations: 
  toxic 
  weapon, 
  energy 
  emission (radiation) 
   
   
  POZZUM 
  No. Enc.: 1d3 (1d6) 
  Alignment: Neutral 
  Movement: 90’ (30’) 
  Armor Class: 6 
  Hit Dice: 2 
  Attacks: 1 (claw, tail, or bite) 
  Damage: 1d4/1d6/1d6 
  Save: L2 
  Morale: 9 
  Hoard Class: II 
   
  The Pozzum (pronounced PAH-zum) is a 
  nocturnal tree-dwelling marsupial that 
  evolved 
  from 
  the 
  North 
  American 
  opossum. It is covered in grey or 
  brown fur and is about the size of a 
  large housecat. The Pozzum is usually 
  identified by its glowing red eyes, a 
  lingering effect of its thermal vision 
  mutation, 
  and 
  its 
  incredibly 
  long 
  prehensile 
  tail, 
  about 
  3 
  feet 
  in 
  length. The tail is primarily used to 
  hang from tree branches while sleeping. 
  However, the Pozzum can also use it as 
  a weapon as described here. 
   
  The Pozzums of the Mutant Future are 
  carnivores that hunt and attack prey 
  at night. Using its thermal vision, 
  the Pozzum tries to find a victim who 
  is sleeping. It will then sneak up on 
  its prey and wrap its prehensile tail 
  around its throat, hoping to strangle 
  the victim as they sleep. Once a 
  victim is strangled, it will let loose 
  a shriek that will call other Pozzums 
  in its clan to feed. 
   
  If a Pozzum is forced to fight, it 
  will attempt to claw for 1d4 hit 
  points of damage. In combat, it can 
  also use its tail as a whip for 1d6 
  hit points of damage. However, it’s 
  best to try not to be bitten by a 
  Pozzum because they have evolved a 
  venomous bite. If a PC is bitten, they 
  will take 1d6 hit points of damage 
  
   
  then should roll a save vs. poison. If 
  the save fails, the victim will drop 
  into unconsciousness for 2d4 rounds. 
  (In Mutant Future slang, if someone is 
  sleeping, they are said to have been 
  “playing 
  with 
  a 
  Pozzum” 
  or 
  just 
  “playing Pozzum.”) 
   
  Pozzums are attracted to bright, shiny 
  objects and will collect them when 
  they find any, so a Pozzum’s lair may 
  have a few coins tucked away inside. 
   
  Mutations: prehensile tail, thermal 
  vision, toxic weapon 
   
   
  PROMETHEOID 
  No. Enc.: 1 
  Alignment: Neutral 
  Movement: 90’ (30’)  
  Armor Class: 5 
  Hit Dice: 9 
  Attacks: 1 (hand or weapon) 
  Damage: 3d6 or as weapon 
  Save: L5 
  Morale: 10 
  Hoard Class: VII 
   
  Prometheoids are the end results of 
  twisted medical experiments trying to 
  learn the secrets of immortality and 
  cheating death. A Prometheoid is a 
  stitched-together collection of human 
  (and mutant) body parts which is then 
  somehow brought back to life through 
  science or mutation (or magic if your 
  campaign has it). Prometheoids are 
  also 
  known 
  as 
  “Conglomerate 
  Men,” 
  “Reanimated 
  Dead,” 
  or 
  the 
  more 
  colloquial nickname “Frankenstein.” 
   
  Prometheoids are huge, often standing 
  more than 8 feet tall. (It is said 
  that their creators make them bigger 
  so it’s easier to work on them.) Due 
  to their size, Prometheoids have a 
  form of the increased strength and 
  increased constitution mutations. They 
  can deal 3d6 hit points of damage in 
  unarmed combat, and if they use a 
  weapon, 
  it’s 
  3d6 
  hit 
  points 
  plus 
  whatever 
  damage 
  the 
  weapon 
  deals. 
  
   
  Prometheoids are immune to damaging 
  effects from poisons or radiation. 
  They also do not age (explaining why a 
  Prometheoid created in the past could 
  still be wandering the wastelands). 
   
  If a Prometheoid is the result of an 
  experiment 
  performed 
  prior 
  to 
  the 
  Final Wars, the creature will not have 
  any other mutations or abilities. If, 
  however, the creature was created in 
  the Mutant Future, the Mutant Lord 
  should bestow 1d4 additional physical 
  mutations upon the creature. (It is 
  assumed the creator used mutated body 
  parts in the Prometheoid’s creation.) 
   
  Mentally, a Prometheoid can be one of 
  two minds: It can be a mindless 
  grunting killing machine, rampaging 
  against life itself. Or it can be an 
  intelligent, 
  yet 
  twisted, 
  tragic 
  figure who feels that its existence is 
  damned. It is left to the Mutant Lord 
  to determine the story behind its 
  creation and its motivation. 
   
  Mutations: 
  increased 
  strength, 
  increased constitution, special (see 
  description) 
   
   
  PSYETI 
  No. Enc.: 1d6 (2d4) 
  Alignment: Neutral 
  Movement: 120’ (40’)  
  Armor Class: 6 
  Hit Dice: 5 
  Attacks: 3 (two claws, bite) 
  Damage: 1d6/1d6/1d8 
  Save: L3 
  Morale: 7 
  Hoard Class: None 
   
  The Psyeti (pronounced SI-yet-tee) is 
  a 
  12-foot-tall, 
  fur-covered 
  biped 
  found 
  in 
  arctic 
  or 
  snow-covered 
  wastelands. They are snow-white with 
  beady 
  pink 
  eyes 
  caused 
  by 
  their 
  albinism 
  mutation. 
  They 
  are 
  often 
  found in underground caves and caverns 
  as they are blinded by bright sunlight 
  (–2 combat penalty when outdoors). 
   
  Psyetis attack with two formidable 
  claws and a sharp-toothed bite for 
  1d6/1d6/1d8 
  points 
  of 
  damage, 
  respectively. Psyetis are difficult to 
  harm in mental combat due to their 
  mental 
  barrier 
  mutation, 
  giving 
  attackers a –4 penalty when attacking 
  mentally. They can also sense others 
  with a mental mutation and will try to 
  avoid them in combat. Psyetis can also 
  use their control weather mutation to 
  whip 
  up 
  a 
  blinding 
  snowstorm 
  or 
  blistering freezing temperatures. If a 
  Psyeti is forced out of its lair and 
  into the outdoors, it will immediately 
  throw up a blizzard in hopes of 
  blinding its opponents, equaling the 
  odds. 
   
  Psyetis are not prone to attacking 
  strangers in their domain, although 
  they will defend their lairs to the 
  death 
  if 
  invaded. 
  It 
  is 
  often 
  difficult to know if a region has a 
  Psyeti 
  lair, 
  however, 
  due 
  to 
  the 
  private nature of these beasts. But if 
  
   
  a PC spies a shadowy figure on a 
  mountainous hillside from a distance, 
  odds are good that a Psyeti lair is 
  near. 
   
  Mutations: albinism, mental barrier, 
  control weather 
   
   
  PUMPKING 
  No. Enc.: 1 
  Alignment: Chaotic 
  Movement: 180’ (60’)  
  Armor Class: 3 
  Hit Dice: 13 
  Attacks: 3 (two claws, bite) 
  Damage: 2d6/2d6/2d8 
  Save: L7 
  Morale: 10 
  Hoard Class: XXII 
   
  A Pumpking is a giant plant mutant 
  worshipped by Pumpkin Men (MF rulebook, 
  pg. 90). It is unknown if a Pumpking 
  is a godlike deity, a supernatural 
  entity, or just a unique gargantuan 
  creature. Regardless of its background, 
  a Pumpking is a monstrous entity that 
  is as evil as it is large. 
   
  A Pumpking is well over 20 feet tall, 
  made up of ropy, thorny tendrils and 
  vines, topped by a large pumpkin head. 
  It attacks with two claw-like hands 
  for 2d6 hit points each. It can also 
  bite with a thorn-laden mouth for 2d8 
  hit points of damage. A Pumpking can 
  also 
  fire 
  a 
  devastating 
  blast 
  of 
  radiation from its gamma eyes for 9d6 
  hit points of radiation damage. 
  A Pumpking is found only in pumpkin 
  patches, usually near the lair of 
  Pumpkin Men. It is said that the 
  rituals and chants known by Pumpkin 
  Men will call forth a Pumpking, but 
  only at midnight during the Festival 
  of 
  Fright. 
  Pumpkin 
  Men 
  offer 
  up 
  sacrifices to the Pumpking to curry 
  favor 
  and 
  protection. 
  If 
  a 
  party 
  encounters a Pumpking, they will also 
  have to deal with the 5d6 Pumpkin Men 
  followers who have called it forth. 
   
  Mutations: gigantism, natural vegetal 
  weapons, optic emissions (gamma eyes) 
   
   
  QOYL 
  No. Enc.: 2d6 (2d6) 
  Alignment: Neutral 
  Movement: 60’ (20’) 
  
   
  Armor Class: 8 
  Hit Dice: 2 
  Attacks: 1 (bite or claw) 
  Damage: 1d2/1d4 
  Save: L1 
  Morale: 4 
  Horde Class: None 
   
  A Qoyl (pronounced COIL) is a mutated, 
  mole-like rodent with short black fur 
  that feels greasy and slick to the 
  touch. 
  Qoyls 
  are 
  considered 
  an 
  offshoot of the Quench (MF rulebook, 
  pg. 90). However, whereas a Quench 
  purifies 
  and 
  retains 
  water, 
  these 
  creatures purify and retain petroleum 
  products, primarily gasoline. 
   
  Qoyls feed on any kind of crude 
  petroleum: oil, kerosene, diesel, etc. 
  Qoyl 
  colonies 
  are 
  often 
  found 
  in 
  places where an abundance of petroleum 
  may be found: abandoned gas stations, 
  petroleum refineries, oil derricks, 
  etc. Just like a Quench, a Qoyl stores 
  the consumed oil, converting it to a 
  pure gasoline-like liquid that can be 
  safely run in any internal combustion 
  engine. A bloated Qoyl is all but 
  immobile, holding about 1 gallon of 
  gasoline that can be safely squeezed 
  out of the creature. About 50% of any 
  nest of Qoyls will be completely full 
  of fuel in this way. Qoyls are highly 
  valued in larger villages and towns 
  for their value as a fuel source and 
  “nature’s refinery.” 
   
  One particular danger: If a bloated 
  Qoyl feels threatened, it can spray 
  the retained fuel at an attacker much 
  like a skunk sprays its musk. If the 
  hit is successful, the fuel gets into 
  the eyes of the attacker, blinding him 
  for 3d10 turns or until the eyes can 
  be flushed out with water. However, if 
  the sprayed character has an open 
  flame (a lit torch, a cigarette, etc.), 
  the sprayed fuel will instead explode 
  for 5d6 hit points of damage to all 
  within 25 feet of the blast. A Qoyl 
  will spray its retained fuel only if 
  it feels its life is in danger. 
   
  Mutations: none 
   
   
  RATTLING 
  No. Enc.: 1d10 (3d10) 
  Alignment: Chaotic 
  Movement: 120’ (40’) 
  Armor Class: 5 
  Hit Dice: 6 
  Attacks: 1 (claw, bite or weapon) 
  Damage: 1d6/1d6 or as weapon type 
  Save: L4 
  Morale: 6 
  Hoard Class: VII 
   
  Rattlings 
  are 
  “rat-men” 
  who 
  are 
  devious, cowardly, and untrustworthy. 
  They are covered in fine grey hair, 
  and they have the elongated snout and 
  ears of a rodent. Rattlings attack the 
  weak and shy away from the strong, so 
  they are often found tormenting and 
  robbing weaker mutants they encounter.  
   
  Rattlings live underground in massive 
  caverns 
  and 
  cave 
  complexes. 
  Most 
  
   
  Rattling lairs have one leader, who is 
  the strongest and/or most intelligent 
  of the clan. This leader can be 
  identified by the human finery he 
  chooses to outfit himself with. 
   
  Rattlings 
  are 
  fairly 
  clever 
  and 
  dexterous. They are able to use most 
  advanced weapons and some have even 
  been seen driving vehicles. It isn’t 
  unusual to see Rattlings armed with 
  lasers or other firearms. In combat, 
  they are very quick and nimble, so 
  hitting them can be problematic. 
   
  However, 
  Rattlings 
  aren’t 
  very 
  physically strong, so they won’t stand 
  toe-to-toe with an enemy, preferring 
  to either attack from a distance or 
  run in, attack, and dash away. They 
  are also quite cowardly, choosing to 
  ambush a party from the shadows and 
  then run if the tide turns against 
  them. 
   
  Mutations: increased balance, reduced 
  strength 
   
  SALVO 
  No. Enc.: 1d4 (3d4) 
  Alignment: Neutral 
  Movement: 120’ (40’) 
  Armor Class: 5 
  Hit Dice: 6 
  Attacks: 1 (bombardment or bite/rend) 
  Damage: 4d6 or 2d6/1d6 
  Save: L3 
  Morale: 9 
  Hoard Class: IV 
   
  The Salvo is large quadruped known for 
  its ability to hurl rocks and gravel 
  at its victims. A Salvo, also known as 
  a “Bomburst” or “Cannon Creature,” 
  feeds on stone, preferring granite and 
  marble. 
  It 
  stores 
  the 
  chunks 
  of 
  minerals in a bladder-like appendage 
  at the back of its “throat.” When 
  threatened, it spits these deposits 
  out at a high rate of velocity and 
  with deadly accuracy (+2 to hit bonus). 
  Being hit with these projectiles deals 
  4d6 hit points of damage. A Salvo has 
  only 1d6 of these deposits available 
  to fire at any time. However, entire 
  armies 
  have 
  been 
  decimated 
  when 
  entering a valley lined with hidden 
  Salvo 
  lairs. 
  The 
  crossfire 
  is 
  devastating. 
   
  A Salvo can only use its bombardment 
  attack against characters further than 
  20 feet away. Any who come within that 
  range, the Salvo will attack using its 
  toothed maw and clawed legs, biting 
  for 2d6 hit points and rending for 1d6 
  hit points of damage. The hide of a 
  Salvo is rubbery in texture, and it 
  takes only half-damage from any blunt 
  or club-like weapon attack. 
   
  When attacking a Salvo with a hand-to-
  hand 
  weapon, 
  a 
  character 
  must 
  be 
  careful that the creature not grab 
  hold of it. If a PC rolls a natural 1 
  on such an attack, not only do they 
  miss, the Salvo will swallow their 
  weapon and “fire” it out to a distance 
  of 2d6 x 10 feet away! A Salvo cannot 
  digest metals or certain minerals, so 
  
   
  cutting a dead one open has a 20% of 
  yielding precious metals or gemstones 
  per Hoard Class IV. 
   
  Mutations: none 
   
   
  SCHLEPROCK 
  No. Enc.: 1d2 (1d4) 
  Alignment: Neutral 
  Movement: 90’ (30’) 
  Armor Class: 6 
  Hit Dice: 2 
  Attacks: 3 (two claws, bite) 
  Damage: 1d4/1d4/1d4 
  Save: L3 
  Morale: 8  
  Hoard Class: None 
   
  Even in the Mutant Future, having a 
  black cat cross your path can lead to 
  all kinds of mischief and calamity. 
  One 
  of 
  the 
  most 
  feared 
  creatures 
  stalking the wastelands is the dreaded 
  Schleprock, as this animal can warp 
  the very Laws of Probability, causing 
  untold havoc. 
   
  A Schleprock appears as a normal-sized 
  black 
  cat 
  (because, 
  technically, 
  that’s what it is). The Schleprock has 
  developed 
  four 
  eyes, 
  giving 
  it 
  increased sight. It can also control 
  light waves, which it uses to hide its 
  presence. A Schleprock’s true menace 
  comes 
  from 
  its 
  probability 
  manipulation mutation, which causes 
  bad things to happen to the unwary. 
   
  A 
  Schleprock 
  will 
  often 
  begin 
  following an individual it has taken a 
  liking 
  to. 
  It 
  will 
  use 
  its 
  invisibility to hide from its new 
  “owner.” As long as the Schleprock is 
  following this person, the “victim” 
  will begin to suffer bad luck and 
  misfortune. Once per day while in the 
  Schleprock’s presence, the person will 
  have 
  a 
  20% 
  chance 
  of 
  something 
  catastrophic occurring. A weapon could 
  jam or malfunction; their gold purse 
  could 
  end 
  up 
  missing; 
  they 
  could 
  coincidentally run into an enemy long 
  thought dead. The Mutant Lord should 
  roll % die each morning to see if 
  anything “interesting” happens that 
  day. The probability manipulation also 
  extends 
  to 
  any 
  combat 
  the 
  mutant 
  engages in. Unknown to the combatant, 
  he will suffer from a 1d4 to hit 
  penalty 
  when 
  entering 
  combat 
  (the 
  Mutant Lord should roll randomly at 
  the beginning of combat and apply the 
  penalty in secret). 
   
  Schleprocks are very shy and skittish 
  around 
  people, 
  as 
  they 
  are 
  often 
  attacked 
  or 
  driven 
  away 
  once 
  discovered 
  and 
  their 
  true 
  nature 
  surfaces. So they’ll follow their new 
  “owner” 
  in 
  secret, 
  surviving 
  off 
  scraps and curling up nearby without 
  making 
  actual 
  contact. 
  But 
  if 
  discovered, it is up to the mutant to 
  decide what to do with the creature. 
  In 
  actuality, 
  Schleprocks 
  can 
  be 
  trained to be loyal pets through a 
  process that can take up to two 
  months. At the end of that time (if 
  
   
  the new pet owner has survived a soul-
  crushing string of bad luck), the 
  Schleprock’s probability manipulation 
  will REVERSE for its owner. The new 
  “rightful” owner of the Schleprock 
  will gain a 20% daily chance of one 
  event of good fortune and they will 
  gain a random 1d4 to hit bonus when in 
  combat. 
   
  Mutations: increased sight, control 
  light 
  waves 
  (invisibility), 
  probability manipulation 
   
   
  SCURRIER 
  No. Enc.: 2d6 (2d10) 
  Alignment: Chaotic 
  Movement: 120’ (40’) 
  Armor Class: 6 
  Hit Dice: 3 
  Attacks: 1 (bite or claw) 
  Damage: 1d8 or 1d6 
  Save: L2 
  Morale: 6 
  Hoard Class: XIII 
   
  Scurriers are vicious beasts that have 
  evolved from common rats. They are 
  fairly large due to gigantism, running 
  from 7 to 14 feet from head to tail. 
  When they stand upon their hind legs, 
  they can tower over most normal-sized 
  mutants. Scurriers are found in very 
  dimly lit locations such as caves, 
  caverns, and sewers. Although they are 
  not blind, they have developed severe 
  light sensitivity and will be unable 
  to see if the light is brighter than a 
  torch or flashlight. 
  Scurriers have a natural armor. They 
  are covered in bony horns and plates; 
  the most obvious is the bony fin along 
  its spine, the horns on its head, and 
  the jutting tusks thrust from its 
  mouth. However, the Scurrier does not 
  use 
  these 
  horns 
  and 
  tusks 
  for 
  attacking. Scurriers attack by biting 
  for 1d8 hit points of damage. If they 
  sit up on their haunches, they can 
  lash out with a claw attack for 1d6 
  hit points of damage. However, they 
  are fairly slow when attacking this 
  way and get only one claw attack in a 
  round. (Scurriers rear up like this to 
  frighten and intimidate its victim, 
  not because it’s a better way of 
  attacking.) 
   
  Mutations: gigantism, natural armor, 
  vision 
  impairment 
  (severe 
  light 
  sensitivity) 
   
   
  SEABEAST 
  No. Enc.: 1 (1) 
  Alignment: Chaotic 
  Movement: Swim: 240’ (80’) 
  Armor Class: 4 
  Hit Dice: 20 
  Attacks: 5 (bite, four tentacles) 
  Damage: 4d8/2d8/2d8/2d8/2d8 
  Save: L9 
  Morale: 10 
  Hoard Class: None 
   
  A Seabeast is an incredibly giant sea 
  creature with the head and body of a 
  giant lizard and tentacles like a 
  squid. Seabeasts are gilled water-
  
   
  breathers only encountered in oceans 
  or 
  seas. 
  They 
  feed 
  on 
  underwater 
  sealife and have the appetite of a 
  whale crossed with a shark. They have 
  been known to come up from the ocean 
  depths to attack large ships on the 
  surface. 
   
  A Seabeast attacks first by biting at 
  its target. Due to its incredible size, 
  a Seabeast will inflict 4d8 hit points 
  of damage with a single bite. If a 
  natural 20 is rolled, the target is 
  either swallowed whole (if human-sized 
  or smaller) or an additional 1d8 hit 
  points of crushing damage is inflicted 
  from 
  its 
  massive 
  jaws. 
  The 
  four 
  tentacles of a Seabeast surround its 
  midsection. It uses these to grasp 
  prey and/or crush ships or obstacles. 
  A tentacle can crush for 2d8 hit 
  points of damage. Due to their size, 
  they have an incredibly high hit dice 
  pool and morale. It is very difficult 
  to hurt or drive away a Seabeast once 
  it begins its attack. 
   
  The only saving grace of a Seabeast 
  attack is that it cannot stay above 
  the waterline for very long as it 
  needs to submerge to breathe again. It 
  will 
  also 
  quickly 
  grow 
  bored 
  or 
  frustrated with an attack if it lasts 
  too long, preferring larger prey to 
  eat or prey that doesn’t put up much 
  of a fight. So a Seabeast will only 
  attack 
  for 
  2d12 
  rounds 
  before 
  it 
  breaks off and goes back underwater. 
   
  Mutations: none 
  SHRIKE 
  No. Enc.: 1 
  Alignment: Chaotic 
  Movement: 90’ (30’) 
    Fly: 240’ (80’) 
  Armor Class: 3 
  Hit Dice: 13 
  Attacks: 3 (two claws, bite) 
  Damage: 1d10/1d10/1d12 
  Save: L11 
  Morale: 11 
  Hoard Class: None 
   
  A Shrike appears to be a genetic 
  cross-up between a hawk, an owl, and a 
  gorilla. It has hawk-like talons for 
  both hands and feet as well as a 
  fully-developed set of wings powerful 
  enough to carry both itself and a 
  victim aloft. A Shrike is incredibly 
  strong. It attacks with its talon 
  “hands” for 1d10 hit points of damage 
  for each claw, and it can bite with 
  its powerful beak for 1d12 hit points 
  of damage. It has a ravenous appetite, 
  and it will feed on any mutant it can 
  get its claws into. Due to its hunger, 
  a Shrike has a very high morale. It 
  will not stop or retreat until it has 
  fed. It will then move on to another 
  victim, trying to quell its hunger. 
   
  Mutations: complete wing development 
   
   
  SKUNKAPE 
  No. Enc.: 1d4 (2d4) 
  Alignment: Neutral 
  Movement: 120’ (40’) 
  Armor Class: 6 
  
   
  Hit Dice: 7 
  Attacks: 3 (two claws, bite) 
  Damage: 1d6/1d6/1d8 
  Save: L4 
  Morale: 9 
  Hoard Class: XX 
   
  The Skunkape is a huge (8 foot tall) 
  ape-like, 
  forest-dwelling 
  humanoid. 
  The Skunkape is thought to be an 
  offshoot of the Apeman (MF rulebook, 
  pg. 60), however they have little in 
  common other than appearance. 
   
  Skunkapes 
  are 
  nocturnal 
  creatures, 
  preferring to do their hunting and 
  foraging 
  at 
  night. 
  To 
  better 
  facilitate 
  this, 
  Skunkapes 
  have 
  developed keen night vision, allowing 
  them to see up to 60 feet away in 
  total darkness. Because Skunkapes are 
  not overly aggressive, they have also 
  developed 
  a 
  formidable 
  defense 
  mechanism. 
  The 
  Skunkape’s 
  skin 
  secretes a foul-smelling musk that 
  clings to its hair. Any who come 
  within 20 feet of a Skunkape must save 
  vs. 
  poison 
  or 
  spend 
  1d4 
  rounds 
  retching and trying to get away from 
  the stench. It is fairly obvious when 
  you get near a Skunkape lair as the 
  smell will be nearly unbearable. 
   
  Mutations: 
  toxic 
  weapon 
  (stench), 
  night vision 
   
   
  SKWIRM 
  No. Enc.: 1d6 (2d6) 
  Alignment: Chaotic 
  Movement: 120’ (40’) 
    Dig: 90’ (30’) 
  Armor Class: 6 
  Hit Dice: 8 
  Attacks: 1 (weapon or constriction) 
  Damage: As per weapon/2d6 
  Save: L4 
  Morale: 9 
  Hoard Class: XIV 
   
  Skwirm are worms that have developed a 
  hive-like mind, joining together and 
  working in sync to form a roughly 
  humanoid 
  shape 
  with 
  a 
  human-like 
  intelligence. Due to this metaconcert, 
  Skwirm in their humanoid forms can 
  also mentally communicate with each 
  other. Skwirm are incapable of speech 
  and are found in underground locations 
  that are dark, cool, and damp. Skwirm 
  often disguise themselves in robes or 
  loose-fitting 
  clothes 
  and 
  masks, 
  hiding 
  their 
  true 
  nature 
  from 
  outsiders. 
   
  Skwirm feel that the world is theirs 
  to exploit as their true worm form far 
  outnumber any other creatures on the 
  planet. 
  And 
  because 
  they 
  feed 
  on 
  rotting, decaying plant and animal 
  life, they feel that they are at the 
  top of the food chain and, thus, are 
  the true masters of the Mutant Future. 
   
  When a Skwirm assembles itself, it has 
  two worm-bundles within its “chest” 
  which act as a dual cerebellum. Mental 
  attacks 
  must 
  succeed 
  twice 
  to 
  be 
  effective against a Skwirm. Also, a 
  Skwirm is coated with a thin dermal 
  
   
  poison slime which does 2d6 hit points 
  of damage to anyone who comes into 
  contact with it. 
   
  A 
  Skwirm 
  usually 
  attacks 
  using 
  a 
  weapon of some sort, although it can 
  also form its “arms” into two 10-foot-
  long rope-like tendrils that can grasp 
  and constrict a victim for 2d6 hit 
  points of damage per round. Skwirm 
  take 
  half-damage 
  from 
  cutting 
  and 
  slicing weapons, as the blade slips 
  easily between the various wriggling 
  worms that make up its body. However, 
  a Skwirm takes double damage from 
  heat- and cold-based attacks. 
   
  If a Skwirm feels threatened or is 
  severely injured, it will collapse 
  into a pile of individual worms which 
  will then burrow into the earth using 
  its hyperburrowing ability. Although 
  separate, the worms still remain in 
  contact with each other, and they will 
  reform into its Skwirm form within one 
  week, adding new worms to its “body” 
  and effectively healing itself. 
   
  There are rumors of Skwirm made up 
  entirely of Rot Grubs (MF rulebook, pg. 
  93), but this has not been confirmed. 
   
  Mutations: metaconcert, hyperburrowing, 
  dermal poison slime, dual cerebellum 
   
   
  SKY DRAGON 
  No. Enc.: 1 (1) 
  Alignment: Neutral 
  Movement: Fly: 300’ (100’) 
  Armor Class: 8 
  Hit Dice: 11 
  Attacks: 1 (bite or ram) 
  Damage: 2d8 or 3d10 
  Save: L5 
  Morale: 8 
  Hoard Class: None 
   
  The Sky Dragon is a monstrously large 
  mutant dragonfly used as a means of 
  transport. They are incredibly fast 
  due to their powerful wings, light 
  weight, and quickness mutation. A Sky 
  Dragon 
  has 
  eight 
  legs, 
  a 
  blue 
  exoskeleton, long thin insectoid wings, 
  and large red multifaceted eyes. Due 
  to their size, they can carry up to 
  three 
  human-sized 
  creatures 
  comfortably. They can carry up to 900 
  pounds and move at full speed. They 
  can carry between 901 and 1,800 pounds 
  and still get airborne, but they’ll 
  move 
  at 
  half-speed. 
  A 
  Sky 
  Dragon 
  cannot take flight if encumbered by 
  more than 1,800 pounds. 
  
   
  Because of their fragility, a Sky 
  Dragon isn’t normally used in combat, 
  although they can defend themselves if 
  attacked. They will bite at an enemy 
  with 
  its 
  mandibles 
  doing 
  2d8 
  hit 
  points of damage if successful. A Sky 
  Dragon can also dive from the sky at 
  an incredible rate of speed, ramming 
  into an opponent and doing 3d10 hit 
  points when attacking in this manner. 
  They will ram only as a last resort as 
  they will take 1d10 hit points of 
  damage themselves from the collision. 
   
  Mutations: quickness 
   
  SLIMENOID 
  No. Enc.: 1 
  Alignment: Neutral 
  Movement: 60’ (20’) 
  Armor Class: 8 
  Hit Dice: 3 
  Attacks: 1 
  Damage: Special 
  Save: L2 
  Morale: 12 
  Hoard Class: None 
   
  Green Slime (MF rulebook, pg. 75) is a 
  slow, mindless, flesh-melting goo that 
  usually fully consumes its victims. 
  But there are times when a powerful 
  mental mutant’s consciousness “lives 
  on” upon absorption. It is then that a 
  Slimenoid is born. 
   
  A 
  Slimenoid 
  is 
  a 
  humanoid-shaped 
  creature made entirely out of Green 
  Slime. The creature is formed by the 
  sheer mental willpower of a former 
  victim, giving it its shape and form 
  of locomotion. A Slimenoid no longer 
  has the memories or identity of the 
  former 
  victim, 
  only 
  the 
  mental 
  energies of the victim are present. 
  But 
  due 
  to 
  the 
  powerful 
  mental 
  energies at play, a Slimenoid will 
  sometimes (50%) still retain the use 
  of one of its mental mutations. The 
  Mutant Lord should roll randomly on 
  the Mental Mutations table if this is 
  the case. (However, mental attacks are 
  useless against a Slimenoid as no 
  “brain” is present.) 
   
  Like a Green Slime, a Slimenoid only 
  wants to attack and eat. A Slimenoid 
  will shamble forward and attempt to 
  grab and enfold a victim, digesting 
  all clothing and armor in 6 rounds. In 
  1d4 rounds after that, the slime will 
  coat and dissolve the victim, creating 
  more slime and absorbing it into its 
  own “body.” A Slimenoid is impervious 
  to 
  most 
  attacks, 
  although 
  it 
  is 
  susceptible to fire. 
   
  Mutations: toxic weapon, special (see 
  description) 
   
   
  SOULRIDER 
  No. Enc.: 0 (2d10) 
  Alignment: Chaotic 
  Movement: 180’ (60’)  
  Armor Class: 8 
  Hit Dice: 2 
  Attacks: Special 
  Damage: Special 
  Save: L2 
  
   
  Morale: 7 
  Hoard Class: None 
   
  The 
  Soulrider 
  is 
  a 
  deviously 
  intelligent, 
  brain-sized, 
  pulsating 
  mass of a creature. A Soulrider has 
  one 
  leering 
  eye 
  and 
  moves 
  about 
  through the use of a set of tentacles 
  on its underside. Soulriders are never 
  encountered singularly; rather they 
  are a nesting society of creatures, 
  which leads directly to the threat 
  they pose. 
   
  Because Soulriders are so physically 
  weak, 
  they 
  use 
  their 
  ability 
  of 
  possession to overtake a victim’s mind, 
  commanding 
  them 
  to 
  act 
  as 
  their 
  virtual slave, providing the Soulrider 
  with food and protection. Soulriders 
  will usually enter a village unseen 
  and, over the course of time, will 
  dominate 
  every 
  individual 
  within. 
  Soulriders 
  will 
  also 
  use 
  their 
  metaconcert 
  mutation 
  to 
  coordinate 
  their actions amongst themselves. Once 
  the entire village is dominated, the 
  Soulriders will run the village as 
  hidden 
  slavemasters. 
  PCs 
  may 
  pass 
  through 
  a 
  village 
  without 
  even 
  realizing the entire town is being 
  manipulated 
  by 
  a 
  hidden 
  Soulrider 
  society. 
   
  Soulriders are incapable of any degree 
  of attack or defense. If discovered, 
  they will command their thralls to 
  attack on their behalf. A PC may find 
  himself attacked by an entire village 
  once a single Soulrider is discovered. 
  (It’s a fair bet that the discovery of 
  one Soulrider means that more are 
  lurking nearby.) Soulriders do have 
  one defensive ability. They have the 
  mutation of quickness, which they use 
  to lift themselves up onto the tips of 
  their tendrils and skitter away at an 
  incredible 
  rate 
  of 
  speed 
  once 
  discovered or if combat turns against 
  them. 
   
  Soulriders thrive on creating larger 
  and stronger communities, as they see 
  strength in numbers. Once a nest of 
  Soulriders hatches a new generation, 
  
   
  the village may be overly welcoming to 
  new visitors. Unless on alert, these 
  visitors 
  may 
  become 
  the 
  newest 
  possessed residents of the village. 
   
  Mutations: 
  possession, 
  metaconcert, 
  quickness 
   
   
  SPIDERLING 
  No. Enc.: 1 
  Alignment: Chaotic 
  Movement: 120’ (40’) 
  Armor Class: 4 
  Hit Dice: 11 
  Attacks: 5 (four claws, bite) 
  Damage: 1d8/1d8/1d8/1d8/1d8 
  Save: L9 
  Morale: 10 
  Hoard Class: XVI 
   
  A Spiderling is a large insectoid 
  creature with four clawed arms, a 
  large fanged mouth, and glimmering 
  multifaceted eyes on eyestalks. The 
  Spiderling’s 
  primary 
  drive 
  is 
  to 
  collect prey to take back to its lair 
  for 
  future 
  feeding. 
  Because 
  a 
  Spiderling prefers to eat live prey, 
  it will try to subdue or overpower a 
  victim 
  rather 
  than 
  killing 
  them 
  outright. 
   
  A 
  Spiderling 
  is 
  able 
  to 
  burrow 
  underground at an accelerated rate 
  using its hyperburrowing ability. The 
  Spiderling 
  often 
  likes 
  to 
  dig 
  underneath a victim, grab them, and 
  then pull them underground for an 
  attack. The Spiderling can also use 
  this ability to break through wood 
  flooring 
  or 
  other 
  fragile 
  ground 
  coverings in order to surprise and 
  overtake its victim. 
   
  When attacking, the Spiderling has 
  four claws that can each strike for 
  1d8 hit points of damage as well as 
  biting for 1d8 hit points of damage. 
  The creature’s eyes can also emit an 
  optic emission that will strike a foe 
  for 1d6 hit points of damage as well 
  as blinding them for 1d4 rounds. 
   
  Spiderlings are able to cocoon their 
  prey using webs that spray from their 
  claw’s tips. Once a victim is defeated 
  or captured, the Spiderling cocoons 
  its victims and returns them to a 
  hidden alcove or cavern for later 
  transport 
  back 
  to 
  its 
  lair. 
  The 
  creature does not use its webs in 
  combat or as a trapping material. It 
  is used only to bind an already 
  defeated creature. 
   
  Mutations: webs, hyperburrowing, optic 
  emissions 
   
  SYNCHECHO 
  No. Enc.: 1d4 (1d6) 
  Alignment: Neutral 
  Movement: 90’ (30’)  
  Armor Class: 5 
  Hit Dice: 3 
  Attacks: 2 (claw, bite) 
  Damage: 1d6/1d6 
  Save: L2 
  Morale: 6 
  Hoard Class: None 
  
   
  Synchechos are small (1 to 2 feet 
  long) burrowing mammals covered in 
  brown, 
  tan, 
  or 
  white 
  fur. 
  These 
  burrowing 
  creatures 
  live 
  in 
  the 
  tunnels they create in the earth and 
  will sometimes venture or burrow into 
  ruins. These creatures can see in the 
  dark with a limited 30 foot thermal 
  vision and have a very keen sense of 
  smell that they use to track prey. But 
  these abilities pale when compared 
  with 
  the 
  mutation 
  that 
  gives 
  the 
  creature its name; the Synchecho can 
  manipulate time itself. 
   
  Once a day, a Synchecho (pronounced 
  sink-EH-ko) can generate two alternate 
  timelines that run concurrent with the 
  primary 
  timeline. 
  To 
  viewers, 
  it 
  appears that the Synchecho has split 
  into 
  three 
  separate 
  creatures. 
  In 
  actuality, the Synchecho is living out 
  three 
  potential 
  timelines 
  simultaneously. For example, a group 
  of 
  PCs 
  encounter 
  a 
  Synchecho 
  and 
  engage it in combat. When it triggers 
  its mutation, the party will see it 
  split into three Synchechos. One may 
  attack a party member; another attacks 
  another party member; while the third 
  tries to escape. Each of these three 
  Synchechos 
  acts 
  independently, 
  and 
  they will not interact with each other. 
  (Although all three may attack the 
  same target if so desired.) At the end 
  of 12 rounds (roughly 2 minutes), the 
  Synchecho will determine which of the 
  timelines is most beneficial to its 
  survival 
  and 
  that 
  version 
  will 
  continue to exist. The other two will 
  cease to exist, disappearing from the 
  timeline. In the previous example, the 
  two creatures which attacked the party 
  members may be badly hurt, whereas the 
  escaping one is successful in running 
  away. The two attackers disappear, 
  while 
  the 
  escaped 
  (and 
  unharmed) 
  Synchecho races off. If all three 
  courses 
  of 
  action 
  are 
  equally 
  beneficial (or harmful), the Mutant 
  Lord can roll randomly as to which one 
  sticks 
  around. 
  If 
  one 
  of 
  the 
  Synchechos is killed while “split,” 
  the Mutant Lord can randomly determine 
  if 
  it 
  was 
  an 
  alternate 
  timeline 
  Synchecho, which disappears, or if it 
  is the “prime” Synchecho, which dies, 
  while the other two copies disappear 
  from 
  the 
  timeline. 
  Note 
  that 
  any 
  effect the Synchecho “copies” had on 
  the timeline continues to exist even 
  after the copies have ended, i.e., any 
  damage they inflicted. It can make for 
  an interesting encounter when the nest 
  of 4 Synchechos the party stumbled 
  upon 
  suddenly 
  becomes 
  12 
  angry 
  attackers! Even more confusing is when 
  9 
  of 
  those 
  Synchechos 
  suddenly 
  disappear after 2 minutes of combat! 
   
  It is unknown if any other creatures 
  have evolved the alternate timeline 
  generation mutation. It is feared what 
  would happen if a powerful creature 
  such as the Brain Lashers were to 
  harness the ability. 
   
  Mutations: 
  alternate 
  timeline 
  generation, thermal vision, increased 
  sense (smell) 
  
   
  TASER THISTLE 
  No. Enc.: 1d10 
  Alignment: Neutral 
  Movement: None 
  Armor Class: 8 
  Hit Dice: 2 
  Attacks: 1 
  Damage: 1d4 + 4d6 (electrical) 
  Save: L1 
  Morale: None 
  Hoard Class: None 
   
  The Taser Thistle is a flowering plant 
  found scattered on hillsides and open 
  fields in the Mutant Future. Although 
  it is pretty to look at, it is the 
  essence of “look, but do not touch.” 
   
  A Taser Thistle appears as a 2-to-3-
  foot-tall fibrous stalk topped by a 
  brushy purple flower. Just underneath 
  the flower’s head is a thorny sphere 
  about the size of a golf ball. Within 
  this 
  sphere, 
  a 
  Taser 
  Thistle 
  can 
  generate a powerful static electricity 
  charge, 
  which 
  it 
  stores 
  like 
  a 
  capacitor. If a creature comes within 
  range, the Thistle will whip itself at 
  the victim, attempting to strike with 
  the thorny growth. If hit, the victim 
  will initially take 1d4 hit points of 
  damage from the spiny growth. The 
  victim then takes a carry-over attack 
  as the Thistle discharges its stored 
  electrical current for another 4d6 hit 
  points of electrical damage. If the 
  victim makes a successful save vs. 
  energy attacks, he takes half-damage 
  from the electrical attack. 
   
  Mutations: 
  spiny 
  growth, 
  electric 
  charge generation 
   
   
  TICKULA 
  No. Enc.: 1d3 (1d3) 
  Alignment: Neutral 
  Movement: 90’ (30’) 
  Armor Class: 6 
  Hit Dice: 4 
  Attacks: 1 (bite, drain) 
  Damage: 1d8/1d6 
  Save: L2 
  Morale: 7 
  Hoard Class: VI 
   
  The Tickula belongs in the same class 
  as Giant Spiders (MF rulebook, pg. 97). 
  Tickulas are nearly 10 feet long, 
  
   
  appearing to be a bloated green body 
  set 
  upon 
  eight 
  spindly 
  legs. 
  The 
  Tickula also has two incredibly large 
  fangs that it uses to latch onto prey 
  and drink the victim’s blood. Any 
  opponent bitten by a Tickula should 
  roll 
  a 
  saving 
  throw 
  vs. 
  poison. 
  Failure means that the Tickula has 
  sunk its fangs into the victim where 
  it will remain firmly attached. Once 
  attached, 
  the 
  Tickula 
  will 
  stop 
  attacking all others and will focus on 
  feeding on its victim. The Tickula 
  will automatically drain an additional 
  1d6 hit points per round until killed 
  or removed. A Tickula will let go of a 
  victim only if it is stunned by taking 
  more than 15 hit points of damage in 
  any one attack. Once it is dislodged, 
  it will begin attacking again. 
   
  Through years of mutation, the Tickula 
  has 
  developed 
  an 
  accumulated 
  resistance to fire and flame-based 
  attacks. Any fire damage taken will be 
  subtracted from a separate equal hit 
  point pool rather than the creatures 
  “main” hit point total. Only when the 
  additional hit points are depleted due 
  to fire will any flame damage affect 
  the Tickula’s primary hit point pool. 
   
  Tickulas are normally found in heavily 
  wooded areas, although reports of them 
  found in overgrown fields or wild 
  brambles 
  is 
  not 
  uncommon. 
  It 
  is 
  rumored that some Tickulas still carry 
  a disease left over from Ancient Days, 
  but this rumor is yet unconfirmed. 
   
  Mutations: 
  gigantism, 
  accumulated 
  resistance (fire) 
   
   
  TIGRANHA 
  No. Enc.: 0 (2d4) 
  Alignment: Neutral 
  Movement: 150’ (50’)  
  Armor Class: 6 
  Hit Dice: 4 
  Attacks: 1 (bite) 
  Damage: 1d8 
  Save: L3 
  Morale: 7 
  Hoard Class: None 
   
  Tigranhas are a furry cat-faced breed 
  of carnivorous fresh-water fish. They 
  are fairly large (about 1 or 2 feet 
  long), traveling in schools of 2d4. 
  They will attack anything that enters 
  the water they inhabit and, once they 
  smell blood, they never need to make a 
  morale check again. 
   
  Only 
  someone 
  very 
  clumsy 
  or 
  very 
  foolish would step near a pond or lake 
  infested with Tigranhas. To combat 
  this, the creature has developed a 
  mental phantasm mutation which it uses 
  to trick a victim. The Tigranha school 
  may create the illusion of a bridge or 
  set of stepping stones across the body 
  of water, or they may just make it 
  appear that the coast is 20 feet 
  further away than it actually is. By 
  the time a victim realizes the mistake, 
  it’s too late. The Tigranhas will have 
  already descended. 
   
  
   
  If the party hears an NPC complaining 
  about all the “cat-fish” in a nearby 
  lake, they had better not think about 
  going fishing. It’s the fish who will 
  be the ones angling for dinner. 
   
  Mutations: mental phantasm 
   
   
  URSINE GOBBLER 
  No. Enc.: 2–5 (1d4+1) 
  Alignment: Neutral 
  Movement: 120’ (40’)  
  Armor Class: 6 
  Hit Dice: 7 
  Attacks: 3 (two claws, bite) 
  Damage: 2d6/2d6/3d6 
  Save: L4 
  Morale: 8 
  Hoard Class: VI 
   
  An 
  Ursine 
  Gobbler 
  (nicknamed 
  “Turkeybear”) is a 10-foot-tall, 500-
  pound 
  crossbreed 
  of 
  a 
  large 
  land 
  mammal and a large land bird. An 
  Ursine Gobbler has the body, claws, 
  and head of a bear, and the beak and 
  tail of a turkey. Some adventurers 
  have mistakenly referred to it as an 
  “owlbear,” having read about these 
  creatures in an Ancient tome titled 
  “Add Monster Manual.” 
   
  Ursine 
  Gobblers 
  are 
  usually 
  found 
  residing in cave entrances or large 
  Ancient 
  ruins. 
  They 
  are 
  violently 
  protective of their young and their 
  homes, and will charge anyone who 
  approaches 
  either 
  of 
  these. 
  They 
  attack 
  with 
  a 
  claw/claw/bite 
  for 
  2d6/2d6/3d6 
  hit 
  points 
  of 
  damage 
  respectively. Ursine Gobblers have a 
  minor form of gigantism, giving them 
  their 
  formidable 
  size. 
  They 
  also 
  receive a damage bonus when attacking 
  (as reflected in the previous stats). 
  However, they also receive a –1 to hit 
  penalty on any target 3 feet tall or 
  smaller. 
  Ursine 
  Gobblers 
  have 
  developed a mental barrier against 
  mental attacks, giving attackers a –4 
  penalty when attacking mentally. They 
  can also sense others with a mental 
  mutation and will try to avoid them in 
  combat. Ursine Gobblers can also cause 
  the air around a target to gradually 
  increase to unbearable limits with 
  their temperature control mutation. 
  When triggered, the air will shimmer 
  around a target as the air becomes 
  super-heated. The target will suffer 
  1d6 hit points of damage per round 
  until 
  the 
  Ursine 
  Gobbler’s 
  concentration is broken or once the 
  target has taken 10d6 hit points of 
  damage, whichever comes first. 
   
  
   
  Ursine Gobbler pelts are highly valued 
  by traders as they are very soft and 
  warm, 
  as 
  well 
  as 
  being 
  nearly 
  impossible 
  to 
  secure 
  due 
  to 
  the 
  dangerous nature of the creature. The 
  meat of an Ursine Gobbler is also 
  quite tasty, and a trader will pay a 
  premium for a good supply of it. 
  (Although 
  eating 
  the 
  flesh 
  of 
  an 
  Ursine Gobbler tends to make the eater 
  a bit sleepy.) 
   
  Mutations: gigantism, mental barrier, 
  temperature control (heat) 
   
   
  VITOSSEIN 
  No. Enc.: 1 (1d6) 
  Alignment: Neutral 
  Movement: 120’ (40’) 
  Armor Class: 3 
  Hit Dice: 8 
  Attacks: 1 
  Damage: As per weapon +1d6 
    (see description) 
  Save: L4 
  Morale: 5 
  Hoard Class: X 
   
  Vitossein (pronounced vih-TAH-see-in) 
  are mutated humans whose skin, flesh, 
  and 
  organs 
  have 
  gradually 
  turned 
  transparent 
  due 
  to 
  high 
  radiation 
  exposure. However, the bones of a 
  Vitossein have not grown transparent 
  over the years, so their skeletal 
  structure is still very visible. In 
  fact, 
  the 
  name 
  of 
  the 
  creature 
  literally 
  means 
  “living 
  bones.” 
  Because of generational exposure, they 
  have developed a reflective epidermis 
  that is resistant to radiation. 
   
  Because 
  90% 
  of 
  a 
  Vitossein 
  is 
  transparent, it is said to have a 
  limited form of chameleon epidermis if 
  it remains motionless. In the darkness 
  or in heavy cover, a PC would have a 
  60% chance of not seeing the unmoving 
  creature. In the daylight or out in 
  the open, the chance of not noticing 
  the creature drops to 20%. 
  
   
  Vitossein (the name is both singular 
  and plural, much like “sheep”) are a 
  peaceful race, staying pretty much to 
  themselves and their colonies. (It is 
  rumored that their withdrawal from 
  society may have helped accelerate 
  their translucence.) They do not care 
  to interact with outsiders, but they 
  are 
  not 
  overly 
  aggressive 
  if 
  confronted, preferring to retreat and 
  hide at the first possible chance. 
  Vitossein are not defenseless though 
  as they have a martial intellectual 
  affinity giving them a +4 to hit in 
  combat and +1d6 damage when successful. 
   
  Due to their appearance and aloof ways, 
  Vitossein lairs are often thought of 
  as cursed or haunted. Many are unaware 
  that 
  these 
  creatures 
  even 
  exist, 
  lending to the mysterious rumors. The 
  sighting of one may very well lead to 
  tales of haunted caves, bogs, and 
  swamps 
  without 
  realizing 
  the 
  true 
  nature of what was seen. 
   
  Mutations: 
  chameleon 
  epidermis 
  (limited), 
  reflective 
  epidermis 
  (radiation), 
  intellectual 
  affinity 
  (martial) 
   
   
  WOLF-APE 
  No. Enc.: 1d4 (1d6) 
  Alignment: Chaotic 
  Movement: 120’ (40’) 
  Armor Class: 6 
  Hit Dice: 9 
  Attacks: 3 (two claws, bite) 
  Damage: 1d6/1d6/2d6 
  Save: L6 
  Morale: 8 
  Horde Class: II 
   
  Wolf-apes are a mutant hybrid of both 
  the canine and simian species. They 
  are large human-sized bipedal mutants 
  with matted grey-brown fur. They have 
  pointed ears, sharp claws, and eerily 
  glowing pupilless eyes. Wolf-apes are 
  not 
  intelligent, 
  possessing 
  only 
  animal-like instinct and cunning, and 
  they are incapable of speaking. They 
  attack for food and, because they are 
  fairly cruel, for sport.  
   
  Wolf-apes are able to travel through 
  the trees much like an ape, swinging 
  silently from branch to branch. They 
  prefer to attack by leaping out of 
  trees and onto their victim. They rend 
  with their sharp claws for 1d6 hit 
  points for each claw that lands. They 
  can also snap and bite at a victim for 
  2d6 hit points of damage. Oddly enough, 
  even though a Wolf-ape has no use for 
  or concept of money and valuables, 
  some very basic silver coinage can be 
  found in a Wolf-ape lair. It is 
  thought that they are attracted to the 
  shiny baubles, collecting them for 
  their shine. 
   
  Mutations: none 
   
   
  WORM BURNER 
  No. Enc.: 1d2 (1d4) 
  Alignment: Neutral 
  Movement: 60’ (20’) 
  
   
    Hyperburrowing: 180’ (60’) 
  Armor Class: 4 
  Hit Dice: 12 
  Attacks: 1 (trample or lava stream) 
  Damage: 2d6/8d6 
  Save: L6 
  Morale: 10 
  Horde Class: None 
   
  A Worm Burner is a monstrously large 
  orange- 
  and 
  red-skinned 
  worm 
  that 
  appears to be completely ablaze. A 
  Worm Burner’s AC is fairly high due to 
  its incredibly hot surface temperature. 
  More common weapons will either bounce 
  off of its hide or will melt upon 
  contact. Because of this, Worm Burners 
  are very susceptible to cold attacks 
  (taking double damage). They can also 
  be injured with large amounts of water. 
   
  A Worm Burner is slightly smaller than 
  a Purple Worm (MF rulebook, page 90), 
  about 8 feet in diameter and 80 feet 
  long. Due to its monstrous size, a 
  Worm Burner can literally “fall” onto 
  its victim, crushing them for 2d6 hit 
  points of damage. A Worm Burner can 
  also spew a thick lava stream from its 
  mouth, burning the unlucky PC for 8d6 
  hit points. This lava is also fairly 
  corrosive due to the heat and will 
  melt through surfaces of AC 6 or less. 
  A Worm Burner can move underground at 
  an 
  accelerated 
  rate 
  using 
  its 
  hyperburrowing mutation. It prefers to 
  tunnel underneath a victim, and then 
  explode out from the ground in front 
  of 
  them, 
  gaining 
  surprise 
  if 
  undetected. 
   
  Worm Burners are usually found in 
  extremely hot and arid areas (i.e. 
  deserts, active volcanoes). Due to 
  their aggressive nature and dangerous 
  surface temperature, a Worm Burner is 
  best avoided. 
   
  Mutations: lava stream, hyperburrowing 
   
   
  WUUDCHAK 
  No. Enc.: 1d4 (2d10) 
  Alignment: Lawful 
  Movement: 120’ (40’) 
  Armor Class: 7 
  Hit Dice: 5 
  Attacks: 1 (bite or weapon) 
  Damage: 1d4 or per weapon type 
  Save: L4 
  Morale: 10 
  Horde Class: XX 
   
  The Wuudchak is a short (2 to 3 feet 
  tall), 
  furry 
  bipedal 
  humanoid 
  descended 
  from 
  the 
  Ancient 
  animal 
  
   
  species of groundhog (AKA whistle-pig 
  and woodchuck, which is the basis for 
  its Mutant Future moniker). Wuudchaks 
  are as intelligent and clever as any 
  normal human and are capable of speech, 
  tool usage, etc. However Wuudchaks are 
  also 
  highly 
  agitated 
  and 
  nervous, 
  often acting without thinking their 
  actions through. They do not trust 
  outsiders at all, having been hunted 
  to near-extinction for food during the 
  period 
  after 
  the 
  Ancient 
  Wars. 
  Although 
  of 
  Lawful 
  alignment, 
  Wuudchaks are angry and suspicious 
  creatures by nature, quick to leap to 
  the wrong conclusions. 
   
  Wuudchaks live in large underground 
  colonies, 
  usually 
  identified 
  by 
  a 
  large mound of earth surrounding the 
  entrance to the warren. Due to the 
  size 
  of 
  the 
  builders, 
  Wuudchak 
  colonies are inaccessible to all but 
  the smallest of PCs. Due to their 
  mistrust of strangers, Wuudchaks will 
  leap to the defense of the colony and 
  of 
  other 
  Wuudchaks 
  if 
  they 
  feel 
  threatened. (It’s not unusual for a PC 
  to stumble across a single Wuudchak 
  who panics, calling 12 others to his 
  side who immediately attack.) It’s 
  best 
  to 
  treat 
  all 
  Wuudchaks 
  as 
  potential combatants. 
   
  Wuudchaks have developed the ability 
  to control weather, bringing down rain, 
  thunder, and lightning when threatened. 
  (They 
  are 
  particularly 
  fond 
  of 
  starting 
  blinding 
  snowstorms, 
  an 
  ability they say they inherited from 
  their groundhog ancestors.) Wuudchaks 
  are also able to release an ear-
  piercing 
  shriek 
  once 
  per 
  day, 
  inflicting 1d4 hit points of sonic 
  damage as well as deafening the victim 
  for 1d6+4 rounds. A Wuudchak shriek 
  will also signal every other Wuudchak 
  within hearing range that there is 
  trouble, and they will come running. 
   
  It is possible to gain the trust and 
  respect of a Wuudchak, but the PC 
  would have to perform some act that 
  benefits 
  the 
  entire 
  warren, 
  i.e. 
  saving 
  it 
  from 
  destruction 
  or 
  providing food/water to all within the 
  colony. Even then, the Wuudchak will 
  shy away from any close bonds of 
  friendship. But if a PC does gain that 
  trust, then they will be viewed as a 
  member of the warren, and they can 
  then call upon their Wuudchak “family” 
  for aid and assistance. 
   
  Mutations: shriek, control weather 
   
   
  ZEBRANT 
  No. Enc.: 1 (1d2) 
  Alignment: Neutral 
  Movement: 210’ (70’)  
  Armor Class: 3 
  Hit Dice: 5 
  Attacks: 1 (bite or trample) 
  Damage: 1d6 or 1d20 
  Save: L3 
  Morale: 6 
  Hoard Class: None 
   
  
   
  Contrary to appearances, the Zebrant 
  is 
  not 
  a 
  mutated 
  insect. 
  It 
  is 
  actually a mammalian horse that has 
  mutated 
  extra 
  legs 
  and 
  a 
  multisegmented torso. This large beast 
  (7-foot-tall 
  at 
  the 
  shoulder) 
  is 
  prized as a swift mount capable of 
  fast speeds. It can also comfortably 
  carry two riders. However, Zebrants 
  are very rare to find in the wild, and 
  until caught and tamed, they will bolt 
  from any perceived threat. Although 
  they shy from combat, a Zebrant will 
  bite if given the chance for 1d6 hit 
  points of damage. A Zebrant may also 
  try to trample an opponent, doing 1d20 
  hit points if it manages to bowl over 
  an attacker. 
  Besides 
  its 
  speed 
  and 
  carrying 
  capacity, a Zebrant has one other 
  benefit making it a much sought-after 
  mount. A Zebrant has a greater force 
  screen mutation that it can enfold 
  around a rider. Once a day, a Zebrant 
  can 
  activate 
  its 
  force 
  screen, 
  encompassing both itself and anyone 
  riding on it. The force screen is 
  capable of deflecting 5d6 hit points 
  of 
  damage 
  before 
  collapsing. 
  This 
  mutation has given rise to the Zebrant 
  nickname of “Striped Tanks,” as a 
  rider on the back of a Zebrant is all 
  but untouchable. 
   
  Mutations: 
  gigantism, 
  force 
  screen 
  (greater) 
   
   
  
   
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  display, transmit or otherwise distribute; (d)"Open Game Content" means the 
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  to the extent such content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content clearly identified 
  as Open Game Content by the Contributor, and means any work covered by 
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  creatures, equipment, magical or supernatural abilities or effects, logos, 
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  and which specifically excludes the Open Game Content; (f) "Trademark" 
  means the logos, names, mark, sign, motto, designs that are used by a 
  Contributor 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, modify, translate and 
  otherwise create Derivative Material of Open Game Content. (h) "You" or 
  "Your" means the licensee in terms of this agreement. 
    2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be Used 
  under and in terms of this License. You must affix such a notice to any Open 
  Game Content that you Use. No terms may be added to or subtracted from 
  this License except as described by the License itself. No other terms or 
  conditions may be applied to any Open Game Content distributed using this 
  License. 
    3. Offer and Acceptance: By Using the Open Game Content You indicate 
  Your acceptance of the terms of this License. 
    4. Grant and Consideration: In consideration for agreeing to use this License, 
  the Contributors grant You a perpetual, worldwide, royalty-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 contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient rights to 
  grant the rights conveyed by this License. 
    6. Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright date, and 
  the copyright holder's name to the COPYRIGHT NOTICE of any original 
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    7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly licensed in 
  another, independent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility or co-adaptability 
  with any Trademark or Registered Trademark in conjunction with a work 
  containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered 
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    8. Identification: If you distribute Open Game Content You must clearly 
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    9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version of this 
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    11. Use of Contributor Credits: You may not market or advertise the Open 
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    12. Inability to Comply: If it is impossible for You to comply with any of 
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    13. Termination: This License will terminate automatically if You fail to 
  comply 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 extent necessary to make it 
  enforceable. 
    15. COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathon Tweet, Monte Cook, Skip Williams, based on original 
  material by E. Gary Gygax and Dave Arneson. 
  System Reference Document Copyright 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 and Dave Arneson. 
  Modern System Reference Document Copyright 2002-2004, 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, based on material by Jonathan Tweet, Monte Cook, Skip 
  Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, 
  Andy Collins, and JD Wiker. 
  Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games; 
  Authors Davis Chenault and Mac Golden. 
  Cave Cricket from the Tome of Horrors, Copyright 2002, Necromancer 
  Games, Inc.; Authors Scott Greene and Clark Peterson, based on original 
  material by Gary Gygax. 
  Crab, Monstrous from the Tome of Horrors, Copyright 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Fly, Giant from the Tome of Horrors, Copyright 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Golem, Wood from the Tome of Horrors, Copyright 2002, Necromancer 
  Games, Inc.; Authors Scott Greene and Patrick Lawinger. 
  Kamadan from the Tome of Horrors, Copyright 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Nick Louth. 
  Rot Grub from the Tome of Horrors, Copyright 2002, Necromancer Games, 
  Inc.; Authors Scott Greene and Clark Peterson, based on original material by 
  Gary Gygax. 
  Labyrinth LordTM Copyright 2007-2009, Daniel Proctor. Author Daniel 
  Proctor. 
  Darwin’s World Copyright 2002, RPGObjects; Authors Dominic Covey and 
  Chris Davis. 
  Mutant FutureTM Copyright 2008-2010, Daniel Proctor and Ryan Denison. 
  Authors Daniel Proctor and Ryan Denison. 
  Deviant Database Copyright 2012, Tim Snider. Author Tim Snider. 
  END OF LICENSE 
  Deviant Database is Copyright 2012, Tim Snider, The Savage AfterWorld, 
  www.savageafterworld.com. All artwork within is copyrighted by its 
  respective artist who retains all rights to his respective work. All artwork is 
  used with permission of the original artist. Cover artwork is Copyright 2012, 
  Rick Hershey. Standard Stock Art: 2012 by Empty Room Studios Publishing. 
  Mutant FutureTM is Copyright 2008, Daniel Proctor and Ryan Denison. 
  Mutant FutureTM, Mutants & MazesTM, Labyrinth LordTM, Advanced 
  Labyrinth LordTM, and Goblinoid GamesTM are trademarks of Daniel Proctor. 
  These trademarks are used under the Mutant FutureTM Trademark License 1.1 
  available at www.goblinoidgames.com. All rights reserved. No part of this 
  book may be reproduced or transmitted in any form or by any means without 
  written permission from the author, except for the inclusion of brief 
  quotations in a review. TSAW 01 
  
   
   
   
  
SOURCE: textdata/thevault/Mutant Future/Mutant Future Monster Manuals/Deviant Database (MuFut).pdf