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Dinosaurs
Herculoids
Monsters
Humanoids
Androids

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Welcome to the Flint Area Tabletop RGP Mutant Future Bestiary. Original creatures and characters will be posted here derived for the Mutant Future game produced by Goblinoid Games.


Dinosaurs

Plesioraurus

No. Enc.: 1 (1d3)   Movement: 150' (50')
Hit Dice: 16d8 (80 hp)   Saving Throw: Energy: 9 Poison: 8 Stun: 10 Rad: 9
Alignment: Neutral   Armor Class: +2 natural, AC 7
Morale: 9   Attacks: 1 bite (4d6)
Hoard Class: None   Abilities: Str: 15, Dex: 12, Con: 12, Int: 2, Will: 10, Cha: 6

This prehistoric monster lives in large lakes and oceanic bodies with a large and long body with two sets of flippers and a long neck and tail. They average between 30 to 50 ft. in length with some specimens growing as long as 80 ft. Plesiosaurs typically hunt for large fish and squid but have been known to attack small fishing boats and other craft they mistake for prey. The plesiosaur swallows its prey on a 19-20 with a successful attack and swallowed victims suffers 2d4 points of damage each round spent inside the plesiosaur. Swallowed victims may attempt to attack the plesiosaur from the inside with the use of a small non-bludgeoning weapon by making a successful Dexterity check.

Mutations: bite, natural armor

Pterosaurs

  Pterodactyl Pteranodon Pterosaur
No. Enc.: 2d4 (2d4) 1 (1d4) 1 (1d2)
Movement (Flying): 180' (60') 240' (120') 180' (60')
Hit Dice: 2d8 (10 hp) 5d8 (25 hp) 10d8 (50 hp)
Saving Throw: Energy: 15 Poison: 12 Stun: 14 Rad: 13 Energy: 15 Poison: 12 Stun: 14 Rad: 13 Energy: 13 Poison: 10 Stun: 12 Rad: 11
Alignment: Neutral Neutral Neutral
Armor Class: -2 dexterity, AC 7 -3 dexterity, AC 6 -2 desterity, -2 natural, AC 5
Morale: 7 8 9
Attacks: 1 Bite (1d4) 1 Bite (1d12) or snatch 1 Bite (3d6) or Wing Sweep (2d4) or snatch
Hoard Class: None None None
Abilities: Str: 8, Dex: 16, Con: 9,
Int: 2, Will: 8, Cha: 8
Str: 9, Dex: 18, Con: 10,
Int: 2, Will: 9, Cha: 8
Str: 11, Dex: 17, Con: 12,
Int: 2, Will: 11, Cha: 8

Pterosaurs are flying reptiles with large bat-like wings and hollow bones. They have long teeth filled beaks which is their primary attack. They typically live in temperate to tropical hills and mountains.

The Pterodactyl is the smallest member with wingspans of 8 to 10 feet and generally live off of insects or small animals. They may hunt individually or in packs, and if hunting in packs they may choose larger prey if nothing else is available. Pterodactyls can be trained as aerial mounts for smaller characters and can carry loads up to 100 lbs.

The Pteranodon has a wingspan between 40 to 50 feet and generally hunt for small and medium sized mammals and are much more territorial than Pterodactyls and will only hunt while alone. A favorite tactic most Pteranodons use is to snatch up a medium sized or smaller target with their rear claws, soar to a great height then drop the victim. A victim may attempt to avoid this attack by making a Dexterity check (subtracting the difference between the character's Dexterity and the Pteranodon's Dexterity score). Pteranodons can be trained as an aerial mount if the training begins as soon as the reptile is hatched and medium sized characters can ride them with ease and they may bear loads up to 250 lbs.

The Pterosaur is the largest of these animals with wingspans easily reaching between 50 to 80 ft. in length and are very temperamental and territorial creatures. They hunt for medium or even larger creatures and have been known to swoop down and snatch horses or cattle. The Pterosaur may make the same snatch attack as the Pteranodon though it may snatch medium or large creatures or the Pterosaur may beat down targets with a wing sweep and can attack several targets within a 20 ft. radius and targets that were damaged must also make a saving throw versus Stun or be knocked prone from the attack. Pterosaurs raised from a hatchling may also be trained as mounts and can carry one or two man sized riders and may carry loads up to 500 lbs.

Mutations: bite, wings

Triceratops

No. Enc.: 1 (1d3)   Movement: 120' (40')
Hit Dice: 20d8 (90 hp)   Saving Throw: Energy: 7 Poison: 6 Stun: 8 Rad: 7
Alignment: Neutral   Armor Class: -6 natural, AC 3
Morale: 9   Attacks: Horn (1d12), Charge (5d8), or Trample (4d6)
Hoard Class: None   Abilities: Str: 16, Dex: 10, Con: 20, Int: 2, Will: 8, Cha: 8

The Triceratops is a large armored quadruped dinosaur with a large plated skull and three large horns protruding from it. Although a herbivore, the triceratops is very territorial and will not hesitate to attack anything that annoys or threatens it. It is believed that these creatures were originally recreated before the apocalypse and have since thrived in the post-apocalpse environment. A full grown triceratops can reach a height of 12 ft. at the shoulder and up to 30 ft. from horn to tail. It is not unheard of for a barbarian warlord to have one as a mount and it can easily carry up to 2 tons (4,000 lbs.) in personnel and equipment.

Mutations: horns, natural armor

Tyrannosaurus Rex

No. Enc.: 1 (1d2)   Movement: 180' (60')
Hit Dice: 20d8 (100 hp)   Saving Throw: Energy: 7 Poison: 6 Stun: 8 Rad: 7
Alignment: Neutral   Armor Class: -6 natural, AC 3
Morale: 11   Attacks: Bite (6d6) or Trample (4d6) or Tail Slap (3d6)
Hoard Class: VII X 3   Abilities: Str: 18, Dex: 10, Con: 20, Int: 2, Will: 12, Cha: 6

One of the largest Carnisaurs ever existing on the planet, it is believed that the ancients recreated these creatures to their folly. The Tyrannosaurus grows to a height of 20 to 30 ft. and up to 40 to 50 ft. from nose to tail. These creatures walk on their hind legs and their forelimbs are small and ineffective for purposes of combat. The Tyrannosaur's bite is its most effective attack and if it scores a 19-20 while biting a medium sized creature or smaller it will swallow the victim whole. Swallowed creatures suffer an additional 2d4 points of damage per round and it may only attempt attacks from within with a small non-bludgeoning weapon requiring a Dexterity check each time the victim attempts to attack the Tyrannosaur from the inside.

It is rumored that powerful warriors have actually managed to capture and train these creatures as mounts and the Tyrannosaurus can carry a load up to 1 ton (2,000 lbs), though a morale check is required when the Tyrannosaurus comes across possible prey (anything smaller than itself) or it will ignore the rider and attack on its own volition.

Mutations: bite, natural armor

Herculoids

Based on the CBS Saturday morning cartoon The Herculoids created by Alex Toth and produced by Hanna Barbara Productions.

Blastorotops

No. Enc.: 1 (1d3)   Movement: 120' (40')
Hit Dice: 15d8 (75 hp)   Saving Throw: Energy: 7 Poison: 6 Stun: 8 Rad: 7
Alignment: Lawful   Armor Class: -6 natural, AC 3
Morale: 11   Attacks: Horn (1d12) or propellant (2d6) or trample (3d6)
Hoard Class: None   Abilities: Str: 16, Dex: 11, Con: 17, Int: 6, Will: 9, Cha: 8

The Blastorotops is an interesting mix of triceratops and Rhinoceros with six legs rather than four. These creatures typically stand six to seven feet at the shoulder and can carry up to 800 to 1000 lbs. They are very territorial with regards to others of their species or creatures as large or larger than themselves. Blastorotops are herbivores, though they do consume small quantities of minerals which their bodies metabolize into energy propellants. These propellants are stored in a small cavity in their skull and can be shot from a horn like projection with a range of 300 ft. and the Blastorotops can store up to eight energy propellants at one time. With a steady diet, the Blastorotops can generate 1 to 3 propellants per day. The hide of the Blastorotops consists of boney plates on its torso and behind its head while the head, underbelly and legs consists a thick leathery membrane. Despite its bulk and rigid exterior, the Blastorotops is actually quite fast with its six legs.

Mutations: natural armor, projectile attack (energy propellant), reflective skin (lasers)

Herculean Dragon

No. Enc.: 1 (1d2)   Movement: 90' (30') / 240' (80') Flying
Hit Dice: 16d8 (72 hp)   Saving Throw: Energy: 7 Poison: 6 Stun: 8 Rad: 7
Alignment: Lawful   Armor Class: -4 natural, -2 dexterity, AC 3
Morale: 10   Attacks: Bite (1d12) or Flame Breath (6d6) or Laser Beams (6d6)
Hoard Class: None   Abilities: Str: 15, Dex: 15, Con: 16, Int: 9, Will: 12, Cha: 10

The Herculean Dragon grows to a length of thirty to fourty feet in length with a wingspan reaching up to 50 feet. They are solitary creatures that prefer solitude and have a singular hatred of technology. They have been known to befriend others of like temperament and once the dragon makes a friend it is typically a friend for life. Herculean Dragons communicate with growls and chirps but they easily learn and understand the languages of others and can follow directions of companions. These creatures can be used as mounts and can carry up to three mansized creatures or up to 1,200 lbs.

These dragons prefer to attack from a distance with their flame breath which can reach up to 120 ft. in distance and 30 ft. in breadth requiring everyone within the affected area to make a saving throw versus Energy attacks to reduce the damage by half. Their laser beam eyes and tail can only shoot at one victim at a time and they have a range limit of 300 yards out doors. The Herculean dragon may only use its laser attacks once every 2d4 rounds while its breath weapon can only be used once every ten minutes. Older dragons may have more intense attacks, greater ranges, or even be able to use the energy based attacks more often.

Mutations: Natural Armor, Wings, Bite, Empathy, Energy Emission (lasers from eyes and tail), Energy Emission (Flame breath)

Protoid

No. Enc.: 1d2 (2d6)   Movement: 120' (40')
Hit Dice: 6d8 to 12d8 (28 to 56 hp)   Saving Throw: Energy: 13 Poison: 10 Stun: 12 Rad: 11
Alignment: Lawful   Armor Class: -2 dexterity, AC 7
Morale: 9   Attacks: Slam (1d8 to 1d12) or Constrict (2d6 to 3d6)
Hoard Class: None   Abilities: Str: 10, Dex: 15, Con: 10, Int: 9, Will: 10, Cha: 8

The Protoids are an amorphous race of medium sized amoebas that range in color from translucent white to green to yellow depending on the environment and their mood. Protoids are quite intelligent and communicate to each other in a language that is incomprehensible to other creatures. They cannot duplicate other languages and generally communicate with other races by forming three dimensional models with their body, though they easily learn other languages in regards to comprehension on their part. The protoids procreate through fission and a single Protoid may generate one to three more protoids within its lifetime. Protoids are very communal in nature as well as protective of their young and communities will seldom allow younger members to travel outside of the lair. Occassionally a protoid may be more individualistic and seek to travel abroad and take a younger member as a student of sorts.

Protoids are very elastic in nature (similar to the Elastic Limbs mutation but the effect includes their entire body) and generally travel by bouncing or stretching forward. A typical protoid can stretch its body up to twice it's normal size and it can alter its shape to duplicate general shapes and may attempt to hide by duplicating a nearby item within its general vicinity. However, they cannot easily change their color and they have no control over the texture of their echoplasmic skin which always appears shiny in any moderate to bright light source. These creature are immune to light based attacks and kinetic based attacks that bludgeon only cause half damage to the protoid. Edged based attacks, on the other hand, cause an extra die of damage against these creatures. Protoids are unique in that they produce no bodily odors of any kind, but they also have no olfactory senses and suffer a -2 to any saving throws involving odors or gases.

Mutations: Decreased Olfactory Senses, Epidermal Susceptibility, Photosynthetic Skin, Reflective Skin

Rock Ape

No. Enc.: 1 (1d6 + 2)   Movement: 120' (40')
Hit Dice: 20d8 (90 hp)   Saving Throw: Energy: 7 Poison: 6 Stun: 8 Rad: 7
Alignment: Lawful   Armor Class: -6 natural, AC 3
Morale: 11   Attacks: Smash (3d6) or Throw Rock (4d6)
Hoard Class: None   Abilities: Str: 25, Dex: 10, Con: 20, Int: 7, Will: 12, Cha: 6

The Rock Ape is a large Gorilla that stands between twelve to fifteen feet at the shoulder whose outer skin is actually composed of granite. Although appearing fearsome, these creatures are actually quite tame in nature unless provoked. They tend to shy away from other creatures, but will quickly defend themselves and their family. They typically travel in family groups ranging from three to eight members with one dominant male and a mix of females and younger members. Rock Apes typically inhabit mountainous regions and their diet consists mainly of raw minerals and vegetation, preferring coniferous bark and pulp. The rock hard skin provides a natural barrier against radiation, and rock apes are natually immune to nearly all levels of radiation. Rock Apes are also known for their great strength and it isn't unheard of for a male ape to lift or move boulders weighing up to a ton.

Mutations: natural armor, reflective skin (radiation)

Note:

Monsters

Gamma Chimera

No. Enc.: 1d2 (1d4)   Movement: 120' (40') Walking / 180(60') Flying
Hit Dice: 10d8 (45 hp)   Saving Throw: Energy: 9 Poison: 8 Stun: 10 Rad: 9
Alignment: Chaotic   Armor Class: +2 Dex, +3 Natural, AC 4
Morale: 9   Attacks: 5 (2 Claws 1d6 and three Bites 1d8 or breath weapon per head)
Hoard Class: VII   Abilities: Str: 12, Dex: 15, Con: 12, Int: 3, Will: 6, Cha: 4

The Gamma Chimera is a horrid looking monster with the body of a furry mammal, a long reptillian tail, bat-like wings, and three heads that appear a cross between reptile and cat. Each head can bite or belch forth a cone shaped heat blast for 3d6 points of damage with a range of 30 ft. Each head may only use the heat breath attack once every two rounds. These creatures are very territorial and males will blindly attack anyone tresspassing within its turf.

Mutations: Energy Dispersion (heat blasts), Natural Armor, Night Vision, Wings

Gryp-Hon

No. Enc.: 1 (2d8)   Movement: 120' (40') / Fly 360' (120')
Hit Dice: 7d8 (35 hp)   Saving Throw: Energy: 13 Poison: 10 Stun: 12 Rad: 11
Alignment: Neutral   Armor Class: -3 natural, -1 dexterity, AC 5
Morale: 8   Attacks: 2 claws (1d6) / 1 bite (2d8)
Hoard Class: XIX   Abilities: Str: 15, Dex: 13, Con: 12, Int: 2, Will: 9, Cha: 9

This strange beast has the head, wings, and talons of an eagle with the body and hind quarters of a large cat. Gryp-Hons can grow to the size of a large horse reaching up to 5 ft. at the shoulder and the beast can carry a medium sized passenger while flying. A full grown Gryp-Hon can carry up to 400. lbs while moving its full movement rate and up to 600 lbs. while moving at half its normal movement rate. They are highly prized animal mounts and an Gryp-Hon egg can fetch upwards of 1000 gp.

Gryp-Hons prize horse meat above all else and if the creature sees a horse or horse like creature it must make a morale check or immediately attack the horse. Even trained Gryp-Hons must make morale checks to resist this effect, though trained Gryp-Hons morale will be adjusted by the Charisma of its rider.

Mutations: beak, claws, natural armor, wings

Note: 10% of the Gryp-Hons born will have 1d3 mutations; typically sonic emission, reflective skin, or echolocation.

Gryp-Hypos

No. Enc.: 1 (2d8)   Movement: 180' (60') / Fly 360' (120')
Hit Dice: 4d8 (20 hp)   Saving Throw: Energy: 15 Poison: 12 Stun: 14 Rad: 13
Alignment: Neutral   Armor Class: -3 natural, -1 dexterity, AC 5
Morale: 8   Attacks: 2 claws (1d6) / 1 bite (2d6)
Hoard Class: None   Abilities: Str: 15, Dex: 13, Con: 11, Int: 2, Will: 7, Cha: 10

This strange beast has the head, wings, and talons of an eagle with the body and hind quarters of a horse and grow to the size of a small horse reaching up to 4 ft. at the shoulder and the beast can carry a medium sized passenger while flying. A full grown Gryp-Hypos can carry up to 300. lbs while moving its full movement rate and up to 500 lbs. while moving at half its normal movement rate. They are highly prized animal mounts and an Gryp-Hypos egg can fetch upwards of 500 gp.

Gryp-Hypos have an intense hatred of Pegasi and must make a morale check if the creature sees a pegasus or immediately attack the flying horse. Even trained Gryp-Hypos must make morale checks to resist this effect, though trained Gryp-Hypos morale will be adjusted by the Charisma of its rider.

Mutations: beak, claws, natural armor, wings

Note: 10% of the Gryp-Hypos' born have a higher intelligence (1d6+3) and willpower (1d6+6) and one telepathic mutation.

Huttatho (Iron Cow)

No. Enc.: 1 (1d4)   Movement: 120' (40')
Hit Dice: 8d8 (36 hp)   Saving Throw: Energy: 9 Poison: 8 Stun: 10 Rad: 9
Alignment: Chaotic   Armor Class: +8 Nat, AC 1
Morale: 8   Attacks: 1 (horns 3d6 or breath)
Hoard Class: XIII   Abilities: Str: 15, Dex: 11, Con: 14, Int: 2, Will: 8, Cha: 4

The Huttatho appears as a large bull except that it's skin and horns are composed entirely of a metallic alloy. It is just as large as a normal bull and just as agressive and tempermental. It may either attack with its horns--gaining a +4 bonus for any charge attack with them--or with its breath which releases a 30 ft. diameter cloud of class IV radiation and dissipates 1d4 rounds after being generated. The Huttatho may only use its breath weapon once a minute. The Huttatho are also resiliant against radiation attacks, actually healing damage from bathing in it, though the Huttatho's own radiation will not affect it.

Mutations: Gaseous Emission (Radiation breath), Energy Absorption (Radiation), Natural Armor

Pegasus

No. Enc.: 1 (2d6)   Movement: 240' (80') / 480' (160') Flying
Hit Dice: 3d8 (16 hp)   Saving Throw: Energy: 15 Poison: 12 Stun: 14 Rad: 13
Alignment: Lawful   Armor Class: -2 natural, -1 dex
Morale: 8   Attacks: 2 hooves (1d6 each)
Hoard Class: None   Abilities: Str: 14, Dex: 14, Con: 10, Int: 4, Will: 10, Cha: 12

These elegant horses have large eagle-like wings protruding from their backs and can fly while supporting up to 300 lbs. They are shy and reclusive and it is rare for adult pegasi to be captured or trained and only lawful riders can effectively ride them for any length of time. Pegasi colts are highly prized and captured colts can fetch up to 500 gp.

Mutations: natural armor, wings

Note: 5% of Pegasi are born with a single sharpened horn on its forehead with which it can stab for 1d12 points of damage. These pegasi are typically bigger with a Constitution score of 12 and 5d8 hit points.

SheNaroths (Wind Shadows)

No. Enc.: 2d4 (4d8)   Movement: 120' (40') walking/web/climbing
30' (90') Gliding
Hit Dice: 4d8 (20 hp)   Saving Throw: Energy: 13 Poison: 10 Stun: 12 Rad: 11
Alignment: Neutral   Armor Class: AC 5
Morale: 9   Attacks: Bite (1d6 plus poison) or Sting (1d6 plus poison)
Hoard Class: None   Abilities: Str: 9, Dex: 16, Con: 10, Int: 6, Will: 6, Cha: 3
SheNaroth picture

The SheNaroth is a mutated arachnid with a large scorpion tail and bat like webbing between its legs with which it can use to glide short distances. The SheNaroth, also known as the Wind Shadow, can also create webbing and typically uses a strand like parachute to catch a breeze so it can launch into the air up to distances of 50 feet before gliding on air currents for up to distances of half a mile or so. These creatures typically grow to a size of 2 ft. to 3 ft. in diameter with a total leg span of 5 ft. to 6 ft. The bite and sting of the SheNaroth are both poisonous with Class V poison. The SheNaroth can also shoot out webbing from its spinneret located in its tail and attempt to hit targets up to 50 ft. away while gliding or crawling on any surface. If the SheNaroth tags its prey with a web it will use it to target the prey, gaining a +2 bonus to bite or sting while so ensnared.

SheNaroth typically hunt in packs and live in large colonies. They prefer underground habitats but will also find homes in large ruins where there are areas with little or no direct light as well as dark and thick forests. The SheNaroth will create their lairs from their own webbing and trap the area around their home with several trip lines as well. These creatures prefer to hunt at dusk or just after and due to their coloring and size can surprise prey 50% of the time (1 to 3 on a d6). The only mutation that will offset this abiality would be Thermal Vision, not even Night Vision is sufficient to spot these creatures which is where they got their moniker Wind Shadows.

Mutations: Macroscopic Vision, Night Vision, Piercing Tail, Poison Emission, Spineret, Wings

Note: Idea for this monster was inspired by the Crowrachnid found on the Savage Afterworld.

Trenchil Worm

No. Enc.: 1 (1d4)   Movement: 180' (60') / 90' (30') burrow
Hit Dice: 12d8 (60 hp)   Saving Throw: Energy: 13 Poison: 10 Stun: 12 Rad: 11
Alignment: Chaotic   Armor Class: -2 dexterity, -4 natural, AC 3
Morale: 10   Attacks: 1 Bite (3d6) or 1 sting (1d12 plus poison)
Hoard Class: XI   Abilities: Str: 12, Dex: 15, Con: 12, Int: 3, Will: 10, Cha: 5

The Trenchil Worm appears to be a cross between a snake and lamprey eel that grows to a length of 15 to 20 ft. These creatures can travel through earth just as easily as moving on land and prefer areas where they may easily travel throuhg loose earth or sand (such as a desert). The creature has a pair of eye stalks as well as several eyes that dot it's cobra like hood. This creature is typically associated with Zuig-Naili, and it thought that these creatures act as guards or pets for the eye fiend.

The creature typically attacks by biting its victim and once a successful bite is made the worm is attached unless the victim can have it physically removed. Each round the trenchil worm stays attached to its prey, the victim suffers an addition 2d4 points of damage and the victim (or associate) must make a Strength ability check to remove the worm from the victim (causing an additional 2d6 points of damage). The strength check is modified by the difference between the trenchil worm's strength and the character attempting to pull it off. For every strength point the character posses over that of the trenchil worm is subtracted by the die roll while the opposite is true if the trenchil worm's strength is greater than the opponent attempting strength check. For example, a character with a strength of 9 attempting to remove the trenchil worm adds a +3 penalty to the die roll to remove the worm.

In addition to its bite the trenchil worm has a poisonous stinger with class XI poison. The eyes on the hood also can project a hypnotic ray requiring any living within 50 ft. of the creature to make a saving throw versus Stun or become mesmorized for 1d4 rounds, during which time the creature will not do anything other than stand idly by. If attacked, the creature is allowed another saving throw to try and break free of the effect. The trenchil worm may use this effect once per day.

Mutations: bite, eye stalks, natural armor, optic emission, poison emission

Zuig-Naili and Trenchil Worm

Zuig-Naili (Fiend that watches)

No. Enc.: 1 (0)   Movement: 30' (10')
Hit Dice: 11d8 (50 hp)   Saving Throw: Energy: 7 Poison: 6 Stun: 8 Rad: 7
Alignment: Chaotic   Armor Class: Body AC 0, eye stalks AC 4
Morale: 12   Attacks: Bite 2d8 or up to 4 eye stalks
Hoard Class: XIV   Abilities: Str: 9, Dex: 9, Con: 11, Int: 16, Will: 15, Cha: 6
Eye Power
1 Radiation class III
2 Energy Dispersion (heat)
3 Bio-Energy Leech
4 Gravity Manipulation
5 Disintigration
6 Radiation class VI
7 Energy Dispersion (cold)
8 Bio-Energy Manipulation
9 Neural Stasis
10 Molecular Detonation

The Zuig-Naili is a large spherical creature whose body typically grows to a diameter of 6 to 8 feet with a large maw and single large eye just above its mouth. In addition, the Zuig-Naili has ten 4 ft. long eye stalks that grow atop its body. The creature moves by using its telekinetic powers to levitate just off of the ground and propel itself slowly in any direction it chooses. The Zuig-Naili cannot effectively fly but it can levitate itself up to 30 ft. off of the ground with its telekinetic powers.

The creature has a voracious appetite and a single Zuig-Naili has been known to lay waste to small towns. Although appearing monstrous, these creatures are highly intelligent and rumors persist that these were actually created as organic AI computers prior to the apocalypse. Zuig-Naili do seem attracted to ancient technologies and will collect several pieces and has an intrisic knowledge of their use and abilities which would lend credence to the rumors to their origins. Altough the Zuig-Naili have no physical ability to handle or manipulate tools or items, they have honed their telekinetic ability to such a degree that they can handle and manipulate such items through a telekinetic hand.

Given all of the eyes possessed by the Zuig-Naili, it can only be surprised by creatures that cannot be seen by normal sight. In addition, the central eye and all eye stalks can easily switch vision modes between night vision, thermal vision, and ultra-violet vision so someone trying to sneak up on the Zuig-Naili would have to be invisible to all three types or effectively cloaked from the creature's mind. This is the main reason this creature is also called the Fiend that watches because any attempt to hide from it is next to impossible.

The central eye projects a field of nullification with a range of 60 ft. in front of it up to 60 ft. in width that causes all mental mutations and powers to temporarily cease functioning while the eye is open. In addition, the central eye seems to effect energy based powers and mutations to shut down as well. Each eye stalk emits its own unique power as well, though the power of the eye stalk is also subject to the nullification ability of the central eye (see table to the right). Dispersion attacks cause 3d6 points of damage while all eye stalk attacks target individuals regardless of how the mutation/power normally works. Eye stalk powers have no limitation as to the number of uses per day, though the Zuig-Naili may only fire up to four eye stalks per round and the range for each eye stalk is 60 ft.

Mutations: night vision, telekinesis, thermal vision, ultra-violet vision, (See eye stalk table).

Humanoids

Meta-Human

No. Enc.: 1d4 (2d8)   Movement: 120'(40')
Hit Dice: 12d8 (42 hp)   Saving Throw: Energy: 13 Poison: 10 Stun: 12 Rad: 11
Alignment: Neutral   Armor Class: +1 dex, AC 8 (see below)
Morale: 10   Attacks: By weapon, +2 damage melee
Hoard Class: VII, XVIII   Abilities: Str: 14, Dex: 14, Con: 12, Int: 12, Will: 13, Cha: 12

Meta-Humans consider themselves superior pure humans, gaining the physical and mental capacities of a normal pure human enhanced through generations of genetic breeding to gain specific abilities considered mutations by normal pure humans while the meta-humans consider them genetically engineered enhancements. Although most meta-humans were actually created before the Event, most survived as they lived in secret and secure areas on the planet. Most meta-humans continue to live in isolated settlements away from others and are even more xenophobic then the Knights of Genetic Purity. A few meta-humans have decided to go abroad and some have managed to infiltrate positions of authority within the Knights. However, if other members of the cryptic alliance should determine that the meta-human is more than a normal pure human they will be quick to capture and kill the individual as they would consider them nothing more than a normal mutant.

As with normal pure humans, meta-humans use a d8 to determine their overall hit points and they are not subject to mutations when exposed to large amounts of radiation, though they take damage like normal pure humans.

There are several variations of meta-humans ranging from Generation X to Generation Z. Generation X and Y meta-humans have superior physical and martial attributes while Generation Z meta-humans have evolved powerful mental enhancements. Meta-humans are typically armed and armored with pre-apocalyptic technology including plastic plate or plastex and advanced projectile and energy weapons, grenades, and possibly heavier weapons as well.

Generation X Meta-Human

Generation X meta-humans have enhanced senses and enhanced biological improvements including an improved hyperadrenal gland and increased balance and metabolism. Generation X meta-humans were genetically designed as scouts and infiltrators. Many of these meta-humans have traveled outside their enclaves to infiltrate nearby settlements and societies. Generation X meta-humans prefer lighter armor and weapons, especially weapons that can be easily concealed.

Strength: +0, Dexterity: +2, Constitution: +0, Intelligence: +0, Willpower: +0, Charisma: +2

Enhancements: Hyperadrenal Gland, Increased Balance, Increased Metabolism, Increased Hearing, macroscopic vision and night vision

Generation Y Meta-Human

Generation Y meta-humans were genetically designed as enforcers and core soldiers. Their enhancements focus on their martial ability and strength. Very few travel outside of their enclaves unless sent on a military objective. Generation Y meta-humans are typically armed with energy weapons and possibly even EMAs based on the relative wealth of the enclave.

Strength: +2, Dexterity: +0, Constitution: +2, Intelligence: +0, Willpower: +0, Charisma: +0

Enhancements: Enlarged Arms, Enlarged Chest, Enlarged Legs, Strengthened Skeletal System, Bio-Energy Feedback, Acute Pain Endurance, Intellectual Affinity (Martial), and Combat Empathy

Generation Z Meta-Human

Generation Z meta-humans are the natural leaders of the enclaves and their enhancements focus on their mental abilities including telepathy and the ability to control others. It is rumored that a Generation Z meta-human has obtained a high position of authority within the Knights of Genetic Purity. Generation Z meta-humans typically do not wear armor and only carry light weight side arms, preferring to rely on the other generation meta-humans to protect them.

Strength: +0, Dexterity: +0, Constitution: +0, Intelligence: +2, Willpower: +2, Charisma: +0

Enhancements: Bio-Energy Manipulation, Intellectual Affinity (Psychological), Quick Mind, Telekinesis, Telekinetic Shield, Mental Barrier, Mental Blast, Psychic Cloaking, Suggestion, and Telepathy

PsiClops

No. Enc.: 1 (1d4)   Movement: 90' (30')
Hit Dice: 13d8 (60 hp)   Saving Throw: Energy: 5 Poison: 4 Stun: 6 Rad: 5
Alignment: Chaotic   Armor Class: -1 psychic, -3 armor, AC 5
Morale: 9   Attacks: By Weapon (club 3d10) or mutation
Hoard Class: XII   Abilities: Str: 18, Dex: 11, Con: 13, Int: 9, Will: 11, Cha: 6

Psiclops are 20 ft. tall humanoid giants that have a single eye that sits in the middle of their forehead. They are generally solitary creatures that prefer to live in mountainous caverns where they raise sheep and goat herds. Although believed to be the results of humanoid mutations, the truth is that psiclops predate the apocalypse by thousands of years as they are true immortals and cannot truly be killed. These giants do not go out of their way to antagonize others, they have no problem killing anyone that intrudes within their mountainous home. Psiclops typically wear several hides providing protection from the cold and attacks and they have no love or use for ancient technologies, though some have been known to guard powerful ancient artifacts.

Psiclops rely on their brute strength for most attacks, using a club or throwing large rocks up to 100 ft. away causing 3d6 points of damage. The do suffer a -2 to all melee attack and -4 to all ranged attacks due to their monocular vision. The psiclops may also fire a blast of class V radiation from its eye once every 1d4 rounds though it cannot otherwise attack the same round it uses this power. The psiclops is under the constant effect of a mental barrier and mental inhibitor powers, anyone coming within 30 ft. of the psiclops cannot use a conscious mental mutation or power while within range.

Mutations: decreased vision, gigantism, immortality, mental barrier, mental inhibitor, optic emission (radiation), psychic sixth sense

Androids

Recon Android, Beta Squad Member

No. Enc.: 5 (5d10)   Movement: 120' (40')
Hit Dice: 50 hp    THAC0: 16   Saving Throw: Energy: 9 Poison: -- Stun: 9 Rad: --
Alignment: Lawful   Armor Class: AC 5, synth armor integrated
Morale: 12   Attacks: By Weapon--2d4 grenades, Mk 2 Laser Pistol,
Blaster Rifle
Hoard Class: None other than gear   Abilities: Str: 11, Dex: 15, Con: 10, Int: 12, Will: 8, Cha: 5

Beta Recon Androids have been designed to performing lengthy or complex reconessaince missions. Other than their humanoid form, there is little else that anyone would mistake as anyting other than an artificial being. Beta Recon units are covered in a thick but resilient synthetic polymer that blends in with its surroundings and also absorbs laser energy which in turn is used to repair the unit if damaged. These units are typically equipped with a laser pistol and blaster rifle with a power backpack and several minifusion cells. Other gear includes a few grenades of various types and a medium range comm link to a master comm server (typically a 100 mile range limit).

The Beta squads were typically used for more complex mission that required more time and several or complex objectives. Beta units were expected to overcome obsticles and are specifically designed to solve problems on the fly with any materials at hand. Thus, they are very effective and creating homemade traps, tools, and other devices. Once all objectives are met, the Beta Units will travel back to a pre-arranged location for extraction. If the extraction does not occur the beta units will attempt to make their way back to their home base. If left on their own, Beta units will expand on the original parameters to develop additional goals. Beta units are equipped with a remote kill switch, which when activated will burn out the android's main CPU and any memory related to mission objectives. Such units may still operate, but their effective intelligence drops to 3 until their CPU is replaced.

Mutations: Chameleon Skin, Energy Absorption (laser), Increased Hearing, Night Vision, Thermal Vision

Recon Android, Delta Squad Member

No. Enc.: 6 (5d10)   Movement: 120' (40')
Hit Dice: 50 hp    THAC0: 18   Saving Throw: Energy: 9 Poison: -- Stun: 9 Rad: --
Alignment: Lawful   Armor Class: AC 5, synth armor integrated
Morale: 12   Attacks: By Weapon--1d4 grenades, Mk 2 Laser Pistol or Stun Pistol,
Laser Rifle or Stun Rifle
Hoard Class: None other than gear   Abilities: Str: 11, Dex: 14, Con: 10, Int: 10, Will: 8, Cha: 5

Recon Androids are basic androids that have been designed to perform light reconnasaince missions and possibly target extractions. Their features are completely robotic in nature, though they are typically outfitted to blend in with their surroundings. Delta androids are covered in the same synthetic polymer as Beta Recon androids, allowing them to blend in with their surroundings and absorb laser energy. These units are typically equipped with a laser pistol and laser rifle unless attempting a live extraction, in which case stun weapons may be used instead. Other gear includes a few grenades of various types, a power backpack for the weapons, and a short range comm link to a master comm server (typically a 5 mile range limit).

The Delta squads were never used for lengthy engagements or missions and are not really equipped to handle more than one specific mission at a time. If left on their own, they are inheritly programmed to return to a specific location and await for further instructions. If no further instructions are retrieved the unit may attempt to interpolate what it's next action should be or it may simply shut down. As with Beta units, Delta units are equipped with a remote kill switch to effectively lobotamise the android with an effective intelligence of 3 until their CPU is replaced.

Mutations: Chameleon Skin, Energy Absorption (laser), Night Vision