TEXT: Gregorius21778:
  20 Further Details
  for random monster encounters in the wilderness
  Version 1.5;  by Kai Pütz 
  (c) 2016
  
  Legal & other stuff:
  Created by:
  Kai Pütz; (c) 2016
  Artwork by:
  Page & header background &  by copyright John Buckley/
  the Knotty-Works; used with permission.
  Monsters & Mutants by Jeshields; used with permission.
  Mutant Future(TM) is copyright 2008, Daniel Proctor and Ryan Denison. Mutant Future(TM) and
  Mutants & Mazes(TM) are trademarks of Daniel Proctor. These trademarks are used under the Mutant
  Future(TM) Trademark License 1.1 
  Got no copy of MutantFuture(TM)? Get it for free!
  Do you like what you have here? Then, please visit my blog and have a look at my other 
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  This supplement provides the ML/GM with additional details for encounters with random in a Mutant
  Future(tm) game, in form of an additional d20 table.
  While this supplement is written for “Mutant Future”(tm), any GM should be able to use it with other
  OSR retro clones with a tweak or two. The entries are tailored for encounters “in the wilderness”, and
  are thereby unlikely to make sense in a classic (underground) dungeon. For the sake of simplicity, the
  singular is used in regard to monsters in each entry. If the actual number of monsters encountered is
  important, it is addressed in the entry.
  Enjoy!
  
  The encountered monster... (d20):
  1# …nests/breeds nearby, possibly in a well hidden spot
  (e.g. in a deep ditch, thick undergrowth, a tree top or in a
  burrow). Any result of the Reaction Roll but Hostile will
  be treated as Unfriendly, and if it comes to a fight the
  monster will attack furiously (Morale +2) and make lots
  of noise. There is 2-in-6  chance that its mate (or: pack
  members) will show up after 2d6 rounds of combat.
  2# …is wounded (reduce hit points by one or three points
  per HD). A lone monster will react either by fight or
  flight: treat a Friendly or Indifferent reactions as flight,
  an Unfriendly or Hostile reactions as “fight” and re-roll
  all Neutral reactions. In case of a group of monsters, at
  least 1/3 of the monsters are wounded (see above for hit
  point reduction) and they are less likely to attack (-2 on
  Reaction Roll and on Morale).
  3# …lies in ambush near a watering hole, which may be
  the only large body of drinkable water for miles. The
  characters cannot Surprise the monster and it gets +1
  bonus to Surprise the PC.
  4# …rests next to the carcass of a fresh kill.
   In case of an
  Unfriendly  reaction,  the  beast  will  just  threaten  the
  characters without leaving the carcass. As it already had
  its share, it will rather give up the remaining flesh than
  fight to the death (-2 to Morale, test at the start of the
  battle and the end of each combat round).
  5# …is an impressive specimen of its kind, but shows
  age and the scars of numerous battles. The monster is
  encountered alone, and has possibly been driven from its
  “pack”  by  younger  rivals.  Set  its  HP  to  maximum,
  decrease all its attributes but INT and WIL by one, and
  increase INT and WIL by two. There is a 2-in-6 chance
  that it lost an eye (if the species has a pair of eyes) and is
  thereby easier to attack (decrease it´s AC by two if the
  characters outnumber it).
  6# …is rabid! Only one monster of its type is encountered.
  It  foams  from  the  mouth  and  acts  erratic.  HD  is
  decreased by one. The monster will not shy away from
  the  characters  but  give  chase  and  attack  (if  the
  characters do not attack it first). Any character wounded
  by it will contract rabies if they don´t pass a Savevs
  Poison (-2). See MF core rules p.48
  7# …is infested by flea like parasites. If the beast is
  killed, the parasites will jump off to find a new host. The
  characters will need to pass an Ability Test vs. DEX to
  avoid being infested. If one character gets infested, the
  other will soon be as well, and infested characters will
  suffer a -2 to all interactions with NPC until they were
  able to clean themselves vigorously.
  8# …is infested by burrowing, worm-like parasites
   that
  eat it alive (reduce its HP by half). It is in pain and very
  likely to attack (treat every reaction as two steps worse).
  A character that tries to dress or otherwise harvest the
  carcass for food will be attacked and infected by the
  parasites unless an Ability Test vs. DEX is passed. The
  worms burrow deep into the the body and need to be cut
  out (1d4-1 points of damage). An infested character will
  suffer 1 point of damage per day, and all natural healing
  is inhibited by the parasites. Cutting them out after they
  had more than an hour to burrow into the flesh means
  2d4 points of damage and takes an Ability Test vs. INT to
  locate and remove all of them. If not all of them are
  removed,  they  will  multiply  and  the  infection  starts
  again after 2d6 days.
  9#... suffers from a multitude of cancerous growth
   on its
  inside,  which  will  cause  it  to  die  in  1d4  days.  It  is
  lethargic, but next to numb to pain by now (Neutral
  Reaction and Morale 12). The flesh of the monster is
  unwholesome  and  cannot  be  harvested.  In  case  of  a
  group of monsters, they all suffer from the same genetic
  defect, possibly due to exposure to radiation or other
  hazards.
  10#...  is  a  young  male  specimen  in  its  prime
  ,  very
  energetic  and  bold.  Increase  its  HD  by  one,  treat  a
  Neutral reaction as Hostile and re-roll any failed Morale
  tests.  If  a  group  of  monsters  is  encountered,  the
  mentioned specimen is the leader of them, and the Moral
  re-roll applies to the whole group till the young male is
  dealt with. 
  11#  …is  quite  large  (or rather  small). Increase (or
  decrease) the damage code of its attack/s by 2. If a group
  of monsters is encountered, the changes are only applied
  to one of them. 
  12# …is asleep. All attempts to surprise it get a +2 bonus,
  but the characters may just as well avoid altogether.
  13# …is a man-eater:  a specimen that has an acquired
  taste  for  human  flesh.  If  the  group  contains  pure
  humans, increase its Morale by 1 and don´t roll for its
  Reaction: the creature will attack.
  14# ... has made some bad experiences with high-tech
  weapons. Test for Morale as soon as those are used by
  the characters, and decrease its Morale by two in that
  case.
  15# …is part of a large, roving pack
   (don´t roll for the
  number of monsters encountered but use the maximum
  of the given range).
  16# …is very, very hungry:
   treat a Friendly reaction as
  Indifferent, all others as Hostile and increase its Morale
  by 1.
  
  17# …will not attack the characters immediately
  , but
  stalk them as it waits for a good opportunity. If none
  seems to present itself, the attack will happen 1d6 hours
  after dusk or dawn (whichever comes next).
  18#  …is  acting  very  shy and  will  bolt  and  flee  if
  confronted. There is 50% chance that the next encounter
  of the characters will be the reason for this behavior: a
  group of 1d6+4 armed nomads (or bandits), each of them
  a 4th level fighter and half of their numbers equipped
  with modern firearms.
  19#  …is  with  its  freshly  acquired  mate, and  very
  protective. The number of monsters encountered is 2.
  Increase the Morale of both by 2, but treat a reaction of
  Neutral or Indifferent as Unfriendly.
  20# …is well fed and in control of a bountiful hunting
  ground. Set its hit points to maximum but decreases its
  Moral by one.
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SOURCE: textdata/thevault/Mutant Future/Mutant Future Monster Manuals/20 Further Details for Random Monster Encounters in The Wilderness.pdf