TEXT:  
   
  MUTANT MANUAL II 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  AN UNOFFICIAL DeEVOLUTION! SUPPLEMENT FOR  
  TSR’s GAMMA WORLD™ SCIENCE FANTASY ROLE-PLAYING GAME. 
  BY TSR STAFFWRITERS & THE FANS OF GAMMA WORLD 
  EDITED BY SCOT HOOVER 
  Version 2.0 (2008)
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  2 
  CONTENTS 
   
   
  Credits  
   
   
   
   
   
   
   
   
   
   
   
   
          3 
   
  Foreword 
   
   
   
   
   
   
   
   
   
   
   
   
          4 
  A note from the editor 
   
  Plants 
   
   
   
   
   
   
   
   
   
   
   
   
          5  
  Acidweed, Boomblossom, Boomerth, Cactisaurus Rex, Claptrap, Deathmoss, Ed Ep, Eyebane, Frid Esk, Glower, Horl Ep, Japin, 
  Kudzu’hertl’cutl, Mal Tonas, Mimic Plant, Mut Choo, Narl Ep, Nep Ep, Ooz Blen, Prot Ep, Puff Cactus, Razorgrass, Sea Lily, Sentient 
  Coral Reef, Shroom, Smokerth, Starfish Cactus, Stilt Palm, Strangle, Tarn Zeb, Trechlily, Whirrzler, Xanqas 
   
  Insects 
   
   
   
   
   
   
   
   
   
   
   
   
        17 
  Ant, Giant, Belo, Blaasut, Bloodwasp, Buggem, Bu’tal, Che’tal, Cid’tal, Euryl, Floth Ha, Ger’tal, Glider, Jo’tal, Hellfly, Hellworm, 
  Juggernaut, Ka’tal, Landworm, Locus, Lorida Orp, Lurker, Lytid, Manta, Plague Beetle, Potato Bug, Giant, Quanakus, Rhya, Rust’ee, 
  Scorpito, Sea Spider, Shield Worm, Sin’tal, Slake, Slashworm, Slimer, Slimy Grazer, Staph, Thy’tal, Ti’tal, Trapworm, Tremorworm, 
  Vene’a’mub, Ventworm, Water Bear 
   
  Fish & Animals 
   
   
   
   
   
   
   
   
   
   
   
        31 
  Albilope, Ape, Carnivorous, Armada, Arrowbeak, Ba’crol’bai, Bahrz, Ba’mutan, Barxyn, Ba’sled, Batslith, Bigoon, Boarz, Bu’daan, Bulo, 
  Cark, Chotslith, Croaker, Daycut, Digger, Dillon, Drac, E’glee, Ekola, Gallus Gallus 5/13, Garf, Gazilla Monster, Greep, Gwyll, 
  Hawkwolf, Hi-snake, Holcut, Horsy, Hwan-hul, Hydra, Kaiute, Katkin, Kooda, Letharp, Loo-pur, Maali, Makeen, Mingo, Minda Ray, 
  Mississippi Brainhound, Ny’an, Orcoid, Rastagator, Rog, Sarbise, Sea Serpent, Black, Sea Serpent, Green, Shef, Sheezu, Shez’ur, 
  Sho’day, Shog, Skwil, Smovbai, Snag, Soopturt, Spider Lil, Spiny Craw, Sprey, S’re’daan, Stagon, Sticky, Sucslith, Tanglepus, 
  Telenha, T’larryn, Toother , Tsorsut, Vath, Weirbuled, Yellow Belly, Zayshin 
   
  Mutants 
   
   
   
   
   
   
   
   
   
   
   
   
        58  
  Blob, Diablo, Hidden, Krea, Mimic, Omnitar, Screamer, S’re’froth, Tentacled Ghoul, Wraith 
   
  Statless Creatures  
   
   
   
   
   
   
   
   
   
   
        62 
  A selection of mutants for the GM to expand and flesh out for his own campaign 
   
  New Creature Mutations  
   
   
   
   
   
   
   
   
   
        64 
  New Mutations mentioned in the Creature Descriptions 
   
  Creatures Statistics Notes 
   
   
   
   
   
   
   
   
   
        66 
  Notes on Statistics and Abbreviations used in the Creature Descriptions 
   
  Tables 
   
   
   
   
   
   
   
   
   
   
   
   
        67
  Complete Index of all official and unofficial Gamma World 1st/2nd edition creatures by Name and by Terrain. 
   
  Index 
   
   
   
   
   
   
   
   
   
   
   
   
   
      85 
  Alphabetical index of the creatures found in this supplement. 
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  3 
  CREDITS 
   
  Shroom- Lord Irish 
   
  Hydra, Orcoid- Kerry Jordan 
   
  Ape, Carnivorous- Brutorz Bill 
   
  Batslith, Cark, Shef, Xanqas- Chris Van 
  Deelen 
   
  Boarz- Jeffrey Williams 
   
  Floth Ha- Daniel Movrich 
   
  Makeen, Mal Tonas - Robert G. Flack 
   
  Scorpito- Scot F. Kent 
   
  Sticky- Scott Swigert 
   
  Locus, T’Larryn, Bahrz, Hi Snake, Hwan-
  hul- Tamerthya Freeserver (web) 
   
  Boomblossom, 
  Croaker, 
  Kooda,  
  Soopturt, Spiny Craw, Sprey, Tanglepus, 
  Trechlily, Zayshin – Zirra Scrohunter 
   
  Cactisaurus Rex, Puff Cactus, Starfish 
  Cactus, Stilt Palm, Armada, Digger,  
  Fragger , Garf , Gazilla Monster, Greep, 
  Kaiute, 
  Mississippi 
  Brainhound, 
  Rastagator, Snag, Strangle, Diablos - BJ 
  Johnson 
   
  Misc. Statless Creatures, Acidweed, 
  Gwyll, Slashworm, Slake, Shield Worm, 
  Tremorworm, Vent Worm, Slimy Grazer, 
  Water Bear, Sea Lilies, Euryl, Belo, 
  Potato Bug, Giant, Sin’Tal, Bu’Tal, Ti’Tal, 
  Thy’Tal, 
  Juggernaut, 
  Rhya, 
  Slimer, 
  Staph, Hellworm, Hellfly, Sea Serpent 
  Green/Black, Yellow Belly, Ant-Giant, 
  Che’Tal, Cid’Tal, Ger’Tal, Jo’Tal, Ka’Tal, 
  Lytid, Japin, Wraith, Mimic – Derek M. 
  Holland 
   
  Horsy, Sea Spider, Mingo – Les Braun 
   
  Statless Creatures - Mars 
   
  Hawk Wolf, Kud'zu Hert'l'cul - Moses 
  Wildermuth 
   
  Tentacled Ghoul- Neil Whitlow 
   
  Sentient Coral Reef, Minda Ray – BK  
  "death_machine_2416" 
   
  Shog, Razorgrass, Horl Ep, Eyebane, 
  Claptrap, Arrowbeak – Bob Crichton 
   
  Whirrzler – John Maxstadt 
   
  Rust’ee, Dyllon – Scot Hoover 
   
  Lurker, Lorida Orp, Spider Lil- John 
  Traglio (Apocalyptic Post #3) 
   
  Blob- Derek Winston 
   
  Bigoon, Buggem, Deathmoss, Katkin, 
  Letharp, Screamer, Weirbuled- Gary 
  Gygax, Paul Reiche III (GW1 Legion of 
  Gold) 
   
  Albilope, 
  Bulo, Gallus Gallus 5/13, 
  Glower, Maali, Tarn Zeb - Michael Price 
  (GW2 Famine in Far-Go) 
   
  Barxyn, E’glee, Loo Pur, Ooz Blen, Skwil, 
  Toother, Vath – Michael Price & Garry 
  Spiegle (GW3 The Cleansing War of 
  Garik Blackhand) 
   
  Bloodwasp, 
  Mimic 
  Plant- 
  Phil 
  Taterczynski (GW4 The Mind Masters) 
   
  Frid 
  Esk, 
  Holcut, 
  Daycut, 
  Ekola, 
  Boomerth, Blaasut, Ba’mutan, Ba’sled, 
  Ba’crolbai, Bu’daan, Chotslith, Ny’An, 
  Omnitar, Shez’Ur, Sheezu, Sre’froth, 
  Sho’day, S’re’daan, Smovbai, Tsorsut, 
  Quanakus, Vene’a’mub, Krea, Sucslith, 
  Mut Choo, Smokerth, Nep Ep, Ed Ep, 
  Prot Ep- Kim Eastland (GW6 Alpha 
  Factor) 
   
  Rog, Sarbise, Stagon- (GW 4th edition 
  Basic Rules Booklet) 
   
  Telenha, Plague Beetle - UNKNOWN 
   
   
  GAMMA WORLD is a Registered Trademark of Hasbro, Inc. All Rights reserved. Used without permission. Any use of 
  Hasbro, Inc.'s copyrighted material or trademarks in this file should not be viewed as a challenge to those copyrights or 
  trademarks. 
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  4 
  FOREWORD 
   
  The year was 1983. My best friend Jeff had just received the Gamma World 1st edition set for his 
  birthday.  We’d spent most of the past year game-hopping our way through D&D, Top Secret, Boot Hill, GDW’s 
  Traveller, and SPI’s Dragonquest, until this particular Friday night saw me rolling up a mutated human named 
  Baz for an excursion against the Buggems of the Barony of Horn. And it was a blast. Over the next year, we 
  both went Gamma World crazy. I churned out pages of weapons conversions from every science fiction novel 
  I’d ever read (stillsuits anyone?), and Jeff made it a point to design some ballbusting new mutant for almost 
  every session. In retrospect, that has been the experience of almost every Gamma World fan.  That’s the way 
  Gamma World is. 
  Of all of the classic TSR rpgs, only Gamma World had that implicit DIY feel. Unlike other rpgs of the 
  era, monsters and characters differed little if at all. Nearly any one of the intelligent monsters could also be 
  used as a player character. Likewise, the character generation system was a great toy for making up your own 
  weird and wacky creatures. The monster descriptions in the 1st edition had only the most basic of stats and no 
  pictures. Just what in the hell were some of these things? Hoops were my favorite of the original GW 
  creatures. Rabbits with hunting rifles, jumping around,turning things to rubber. Now that’s my idea of a 
  monster.  
  When 2nd edition finally appeared, we were finally treated to a look at the monsters. But, again, the 
  descriptions remained short and to the point. It was ultimately up to the individual GM to make sense of it all. A 
  few more mutants were added to the mix (Wardents to name one), but essentially it had the same old Gamma 
  World standbys. The modules for Gamma World usually contained a bunch of new creatures, however; and 
  around this time, Dragon magazine also published rather regular Gamma World articles, including the Mutant 
  Manual, in a special two part Ares section. While not the most beautiful artwork (clip art in many cases); every 
  one of the creatures was illustrated. The mutants within covered a gamut of outer space carnivorous plants to 
  3-trunked elephants to Mr. Limpet-style talking crabs. Not bad. But no big published creature compendium ever 
  followed, only a few new beasts in GW6: Alpha Factor, then just a decade long rehash of revisions and 
  republications.  
  Fast forward through the third, fourth editions, Alternity, Omega World, and D20. Now in 2005 we’ve 
  STILL got just about the same mix of Arks, Badders, and Carrin.  That really could be it for published Gamma 
  World creatures. D20 won’t be flooding the scene with a mound of new beasties. As I write this, White Wolf has 
  announced the Gamma World line is “on hold”. So, what has kept and will keep Gamma World alive and 
  vibrant given such a paltry supply of published sources? The fans!  Especially those participating in mailing 
  lists, egroups, hosting online Gamma World campaigns and posting resources on the internet for all to use. 
  The gamers of Gamma World just don’t stop when it comes to creating new and even more bizarre creepie 
  crawlies to liven-up the next excursion into the Deathlands of Gamma Meriga. Only one problem… 
  Too many editions of Gamma World means there are too many different ways to invent, quantify,and 
  describe. At least until now. The Gamma World DeEvolution series of netbooks takes the whole lot of it and 
  sends it back to the Stone Age of 1st/2nd edition gaming.  And in this, the Mutant Manual II, you can find nearly 
  every one of the published creatures and many of the homebrew mutants as well. You’ll find more than 150 
  new creatures,  from giant carnivorous ants to talking mushrooms and everything in between. And all of them 
  in 2nd edition format. As the most popular, easy to use, and most importantly, easy to modify of all the various 
  editions, the creatures and statistics presented inside are both concise and easy to adapt to your own gaming, 
  while keeping the original descriptions intact. Enjoy. And don’t let the Vath catch you napping!  
   
   
  Scot Hoover, Editor 
  DeEvolution! 
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  5 
   
  PLANTS 
   
  On the screen the black and white cave flowed steadily toward them. Minute after minute went by this way. Each 
  time the animals attacked again, a few more gas grenades were used up. 
  "Something ahead looks different," the panting voice cracked from the speaker. The narrow cave slowly opened 
  out into a gigantic chamber, so large the roof and far walls were lost in the distance. 
  "What are those?" Kerk asked. "Get a searchlight over to the right there." The picture on the screen was fuzzy 
  and hard to see now, dimmed by the layers of rock in between. Details couldn't be made out clearly, but it was obvious 
  this was something unusual. 
  "Never saw-anything quite like them before," the speaker said. "Look like big plants of some kind, ten meters tall 
  at least-yet they're moving. Those branches, tentacles or whatever they are, keep pointing toward us and I get the darkest 
  feeling in my head. . . ." 
  "Blast one, see what happens," Kerk said. The gun fired and at the same instant an intensified wave of mental 
  hatred rolled over the men, dropping them to the ground. They rolled in pain, blacked out and unable to think or fight the 
  underground beasts that poured over them in renewed attack. 
  In the ship, far above, Jason felt the shock to his mind and wondered how the men below could have lived 
  through it. The others in the control room had been hit by it as well. Kerk pounded on the frame of the screen and shouted 
  to the unhearing men below. 
  "Pull back, come back. . . ." 
  It was too late. 
  Harry Harrison - Deathworld   
   
   
   
  ACIDWEED 
   
  NUMBER: 1d3 
  FREQUENCY: Uncommon 
  MORALE: 10 
  HIT DICE: 8d6 (24) 
  ARMOR: 5 
  SIZE: S (1.3m) 
   
  LAND SPEED: Immobile 
   
  MS:   4d6 
  IN: 1d4  
  DX: n/a 
  CH: n/a 
  CN:  3d6 
  PS: n/a 
   
  BASE STOCK: Berry bush  
  HABITAT: Scrub Lands 
  DIET: Carnivore 
  ATTACKS: 2xThorns (1d6) + acid (see 
  below)  
   
  MUTATIONS: Gas Generation (burning), 
  Dissolving 
  Juices- 
  Continuously 
  produces 
  dissolving 
  juices, 
  Thorns, 
  Attraction Odor [D], Fruit (acid berries 
  3d6 pts of dmg/berry 2-12 berries/plant), 
  Immunity (acids), Phobia[D] (fire), Illusion 
  Generation - Unlimited use of Illusion 
   
  DESCRIPTION: This small bush is 
  covered with oval dark green leaves that 
  drip with acid and 3cm thorns. In the 
  spring 
  it 
  produces 
  acidless 
  yellow 
  flowers. It covers it self with the illusion of 
  a nearby bush to hide from prey.  
       Herbivores following the sweet odor of 
  a weed will be attacked with gas and 
  thorns. If attacked with fire, it will try to 
  drive the attacker away with gas (85%) or 
  will give up(15%). 
       Acidweeds reproduce every 5 years; 
  only 20% of the seeds are viable. It 
  absorbs prey through its root system. 
   
  BOOMBLOSSOM 
   
  NUMBER: 2d10  
  FREQUENCY: Rare 
  MORALE: 7 
  HIT DICE: 8d6 (24) 
  ARMOR: 9 
  SIZE: T (180 to 250cm) 
   
  LAND SPEED: 12/900/18 
   
  MS: 14+1d4  
  IN: 14+1d4 
  DX: 3d6  CH: 1d8+10 
  CN: 3d4+2  
  PS: 2d6+3 
   
  BASE STOCK: Swamp Rose  
  HABITAT: Swamps and thickets, marshy 
  shores of streams, ponds, and lakes 
  DIET: Minerals from soil 
  ATTACKS: 2xLimb Strikes (1d2 plus 
  Thorns) or by Weapon 
  MUTATIONS: Beguiling, Contact Poison 
  Sap, Explosive Seeds, Force Field 
  Generation, Modified Vines (Manipulation 
  Vines), 
  Telekinesis, 
  Telepathy, 
  Thorns/Spikes (Thorns) 
   
  DESCRIPTION: 
  These 
  intelligent, 
  mutated descendants of the Swamp 
  Rose retain their blossoms (a dark rose-
  pink color) longer than their ancestors, 
  keeping them from mid-spring until 
  almost autumn. Other than that, they look 
  like humanoid shaped plants. 
       Boomblossoms will make use of any 
  artifacts they have at hand in combat. 
  They are by no means stupid, however, 
  and understand there are times when it's 
  better to not use technology. Whether or 
  not they use artifacts, they often will use 
  their beguiling power before entering 
  combat.  
       They communicate with each other 
  (and other creatures) telepathically, and 
  co-ordinate their actions so as to not get 
  in each other's way. If, for some reason, 
  they do not use artifacts, they are quite 
  capable 
  of 
  handling 
  themselves 
  in 
  combat, having thorns and contact 
  poison sap in melee, and explosive 
  seeds (which is how they got the name 
  ‘boomblossoms') for ranged combat.  
        Boomblossom seeds sprout in the 
  spring and are nonsentient and immobile 
  for their first year of life. In the spring of 
  their second year, they become mobile 
  and quickly learn the value of teamwork 
  and of the power of Ancient artifacts, 
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  6 
  which they readily use. They will often 
  trade artifacts for items they consider 
  more 
  useful 
  to 
  them. 
  When 
  a 
  boomblossom group becomes too large 
  for the land to support them, a group will 
  break away from the main group to form 
  a new community. 
   
  BOOMERTH (Bang Bush) 
   
  NUMBER: 1d4 
  FREQUENCY: Rare 
  MORALE: 8 
  HIT DICE: 6d6 (18) 
  ARMOR: 8 
  SIZE: S (1m) 
   
  LAND SPEED: 4/300/6 
   
  MS: 3d6 
  IN: 1d4 
  DX: 4d6 
  CH: n/a 
  CN: 2d6 
  PS: 1d4 
   
  BASE STOCK:  Cherry Tree 
  HABITAT: Any temperate except 
  deathlands 
  DIET: Underground Nutrients 
  ATTACKS: 4x Cherry (2d6) 
  MUTATIONS: Berries - explosive seeds; 
  Immunity – fire; Manipulative vines/roots, 
  Mobility; New Sense - siesmic vibrations 
   
  DESCRIPTION: The Boomerth looks like 
  one of many fruit bearing plants in 
  Gamma Terra, with the exception that it 
  can pick and throw its own explosive 
  cherries.  It can throw up to four cherries 
  per turn.  Each cherry causes explosive 
  damage (2d6+MS).  The Boomerth can 
  even manage some limited mobility by 
  shuffling its roots.  It mainly uses this 
  attack and movement as forms of 
  defense.  It cannot be harmed by fire, but 
  many creatures bother it because they 
  wish to consume its other fruit, purple 
  berries.  These berries grow on the 
  Boomerth all year round, and provide 
  1d10 points of healing to the creature 
  who consumes one.  There are usually 
  4d10 berries on each plant each season, 
  but if they are all picked the plant cannot 
  grow more for two years.  The berries 
  must be eaten immediately or they lose 
  their potency in one hour.  The cherries 
  may be pickled in nitroglycerine to 
  maintain their explosive potential. 
      Boomerths are not structurally sound 
  plants; they shake and blow a lot in the 
  wind.  This never sets off a cherry bomb, 
  but if hit by a sonic attack or a physical 
  blow that causes more than 15 points of 
  damage in a single round, the plant 
  blows up causing 3D6+15 points of 
  damage to anyone within 5 meters. 
      Boomerths 
  can 
  sense 
  movement 
  around them through the vibrations in the 
  ground, but not in the air.  Therefore, 
  they never grow under any kind of  
  outcropping or tree where something can 
  hang down and pick the fruit. 
   
  CACTISAURUS REX (Squealer) 
   
  NUMBERS: 1d6 
  FREQUENCY: Rare 
  MORALE: 10 
  HIT DICE: 15d10 (75) 
  ARMOR: 4/0  
  SIZE: H (15m+ vines) 
   
  SPEED: Immobile 
    
  MS: 2d4  
  IN: 1d4 
  DX: 3d6  
  CH: n/a 
  CN: 3d10 
  PS: 3d6+10 
   
  BASE STOCK: Saguaro Cactus 
  HABITAT: Deserts 
  DIET: 
  Carnivore 
  ATTACKS: 
  1xBite 
  (4d6) 
  MUTATIONS: Carnivorous Jaws; Spines; 
  Tangle Vines; Sonic Blast; Mobile Seed 
  Pods. 
   
  DESCRIPTION: 
  A 
  particularly 
  nasty 
  mutation of the Saguaro Cactus, these 
  monster plants grow in a single column 
  up to 30-40 feet in height, topped by a 
  hideous set of gnashing jaws that bite for 
  4d6 damage. The plant is surrounded by 
  a 40 foot network of tangle vines growing 
  just beneath the surface. When hapless 
  victims become entangled, the main body 
  then begins to attack with vicious bites. If 
  a Cactisaurus recieves more than 1/2 it's 
  Hit Points in damage it will utter a SONIC 
  BLAST attack and retreat into a deep 
  vertical hole, tendrils and all. It will stay 
  buried until it heals up again. A dead 
  Cacti-saurus can be chopped up to yeild 
  30 gallons of water. Every year they 
  release 1d4 mobile seed pods with a 2d6 
  bite attack and a 1/2 strength SONIC 
  BLAST attack. These are often called 
  Squealers by the locals. 
   
  CLAPTRAP 
   
  NUMBER: 1d6 
  FREQUENCY: Common 
  MORALE: 5 
  HIT DICE: 4d6 (12) 
  ARMOR: 8 
  SIZE: S (.5m) 
   
  LAND SPEED: Immobile 
   
  MS: 1d4   
  IN: 1d4 
  DX:  n/a 
  CH: n/a 
  CN:  n/a 
  PS: 3d6 
   
  BASE STOCK:  Venus Fly Trap 
  HABITAT: Temperate plains and hills 
  DIET: Carnivore 
  ATTACKS: 1xBite (1d10) 
  MUTATIONS: Carnivorous jaws 
   
  DESCRIPTION: This primitive mutated 
  plant is effectively nothing but a large 
  mouth. It has no senses but touch, no 
  ability to move its body, and a nervous 
  system no more complicated than a 
  venus flytrap. It tends to grow in areas 
  with tall grass, with the only sign of its 
  presence being a slight depression in the 
  soil. 
       Any character stepping in the mouth 
  of a clap trap is attacked, and only the 
  character's DX modifier and armor 
  covering the legs will affect his chances 
  of getting hit. The severe bruising of the 
  affected limb results in -3 Movement to 
  the character for 1d4 days. If the 
  character fails two successive health 
  rolls, the limb is broken, causing a 
  reduction of Movement to 1/3 the original 
  value (1/2 for quadrupeds) until the limb 
  has healed, requiring 1d4+1 weeks. It 
  requires a challenging PS check to pry 
  the jaws apart enough to free the trapped 
  character. The claptrap has only a single 
  attack - the jaws take several hours to 
  reset themselves. 
       The claptrap reproduces by sending 
  out roots underground to a new location 
  at a distance of 2d20 meters, after which 
  the roots detach themselves and mature 
  into individual plants. 
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  7 
  DEATHMOSS 
   
  NUMBER: 1 (patch) 
  FREQUENCY: Rare 
  MORALE: N/A 
  HIT DICE: 3d6 per square meter (9) 
  ARMOR: 9 
  SIZE: M (1m+ patch) 
   
  LAND SPEED: Immobile 
   
  MS: 1d6  
  IN: 1d4 
  DX:  n/a 
  CH: n/a 
  CN: 1d6 
  PS: 2d4 
   
  BASE STOCK: Grass  
  HABITAT: Temperate or tropical forests 
  DIET: Carnivore 
  ATTACKS: special (see below) 
  MUTATIONS: 
  Berries- 
  Sense 
  Heightening 
   
  DESCRIPTION: Deathmoss is a lush, 
  soft-looking, 
  moss-like 
  plant 
  which 
  appears to be no different from other 
  growths of similar plants. Creatures seem 
  to be naturally attracted to its springy 
  surface and comfortable bed. This is 
  unfortunate for them but assures the 
  deathmoss of food and propagation.  
       This plant has developed an aromatic 
  sap which is released when its stems and 
  leaves are bruised by weight.The power 
  of the sap is equal to intensity 12 poison, 
  and any creature which succumbs to it 
  falls into a comatose sleep. (Dice of 
  damage 
  results 
  indicate 
  only 
  a 
  proportionate lowering of resistance to 
  the aromatic power next melee round if 
  the victim remains within one meter of 
  the bruised plants, or directly above 
  them.) The deathmoss has developed 
  boring root tendrils, which penetrate the 
  flesh of comatose creatures and inject 
  dissolving juices which bring a nutrient 
  sludge to the roots in a short time. Thus 
  fed, the deathmoss both grows up to 
  one-square meter 
  per 
  feeding 
  and 
  develops berries to attract new prey. This 
  purple-veined gray fruit, when eaten, 
  increases all five senses [sight, smell, 
  hearing, touch and taste) for one hour, 
  but thereafter causes a 50% loss of 
  normal senses for another hour. 
   
  ED EP (Paradise Tree) 
   
  NUMBER: 1 
  FREQUENCY: Very Rare 
  MORALE: 2 
  HIT DICE: d00 (50) 
  ARMOR: 2 
  SIZE: M (2,5m) 
   
  LAND SPEED: Immobile 
   
  MS: 1d3 
  IN: N/A 
  DX: N/A 
  CH: N/A 
  CN: 2d10+5  
  PS: 2d4 
   
  BASE STOCK: Maple Tree  
  HABITAT: Forests 
  DIET: Nutrients from the soil 
  ATTACKS: None 
  MUTATIONS: Immunity from Fire/ Heat/ 
  Chemical Defoliants 
   
  DESCRIPTION: The paradise tree is very 
  rare and quite small. It looks like a minia-
  ture, heavily nut-laden oak tree. The tree 
  never grows anywhere close to another 
  one, cannot be harmed by fire, heat or 
  chemical defoliants, can be very frail or 
  extremely hardy (reflected by the d00 for 
  HP) and produces a variety of nuts that 
  resemble the nuts from other trees. The 
  types of nuts it produces, the amount of 
  nuts on a tree, and their effects, are listed 
  below: 
   
  Brazil Nut (one nut per every 50Hp): 
  This 
  dark 
  brown 
  nut 
  contains 
  an 
  extremely dangerous spore within it. Any 
  character or creature eating it or breaking 
  it 
  open 
  with 
  30cm 
  of 
  their 
  face 
  immediately drops dead, no saving 
  throws are checked. Before biting into it 
  or cracking it open, however, the GM 
  may allow a character an IN check to see 
  if he remembers hearing of this nut in his 
  travels; it is quite infamous.  
   
  Walnut (one nut per every 15Hp): This 
  nut has spore similar in appearance but 
  completely different than the Brazil Nut. 
  Anyone eating it or cracking it open 
  within 30cm of his face immediately 
  seems to drop dead. Twenty turns later 
  the character completely revives and is 
  none the worse for wear. This nut is used 
  by some tribes for religious rites, 
  medicinal purposes, “playing possum”, 
  and so on.  
   
  Acorn (one nut per every 25Hp): This nut 
  has miraculous healing powers. If eaten, 
  it immediately returns a living character 
  or creature to full health, no matter how 
  the hit points were lost. 
   
  Pecan (one nut per every 10Hp): The 
  meat of the nut has healing properties. 
  Any character or creature eating it has 
  1d10 Hp of damage healed unless the 
  damage was caused by radiation, which 
  it cannot heal.  
   
  Cashew (one nut per every 15Hp): This 
  nut has a random Intensity contact 
  poison hull. Just touching it poisons the 
  character. The meat inside is one 
  Intensity level stronger than the hull. That 
  GM should roll for Intensity as the nut is 
  touched and consumed.  
   
  Hazel (one nut per every 30Hp): The 
  meat of this nut is a mind-altering drug. 
  Any character or creature eating it must 
  be treated as if he has the Phobia defect 
  for 1d10 weeks (GM determines phobia 
  randomly)    
   
  Butternut (one nut per every 35Hp): This 
  nut provides the character or creature 
  eating it with Immunity to all radiation for 
  1d6 hours. 
   
  Macadamia (one nut per every 5Hp): 
  This nut acts as the Light Generation 
  power when it is cracked open. Its hull is 
  very thin and it can be thrown as a sort of 
  light grenade by characters or intelligent 
  creatures.  
   
  Pine Nut (one per tree): The GM decides 
  the effect of this nut. It may be same as 
  another type of nut or it may be unique.   
   
  NOTE: The GM should feel free to switch 
  the nut types with the effects or develop 
  new effects as he wishes.  
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  8 
  EYEBANE 
   
  NUMBER: 1d4 
  FREQUENCY: Rare 
  MORALE: n/a 
  HIT DICE: 2d4 (2) 
  ARMOR: 8 
  SIZE: L (2cm thick, 20m long) 
   
  LAND SPEED: Immobile 
   
  MS: n/a  
  IN: 1d4 
  DX: n/a 
  CH: n/a 
  CN: n/a 
  PS: n/a 
   
  BASE STOCK:  Hemp 
  HABITAT: Temperate or tropical forests 
  DIET: Sunlight & water 
  ATTACKS: 1 (see below) 
  MUTATIONS: Gas generation - poison 
  and blinding 
   
  DESCRIPTION: A completely immobile, 
  unintelligent plant, eyebane is remark-
  able only for the cloud of gas it emits 
  when disturbed. When properly cured, 
  eyebane makes a flexible, fire-resistant 
  rope, able to support 300 kg.  
       When touched, eyebane emits a 3 m 
  diameter cloud of gas which causes 
  blinding and acts as Intensity 9 de-
  bilitative poison if inhaled. 
       The eyebane vine has no society as 
  such, reproducing by wind-carried pollen 
  and seeds. It is completely dormant in 
  winter, and is sometimes dug up and 
  replanted to serve as a defense by 
  creatures which are immune to the gas' 
  effects. 
   
  FRID ESK (Phoenix Hedge) 
   
  NUMBER: 1d4 
  FREQUENCY: Uncommon 
  MORALE: n/a 
  HIT DICE: 9d8 (36) 
  ARMOR: 7 
  SIZE: H (6m long; 2m tall) 
   
  LAND SPEED: Immobile 
   
  MS: n/a 
  IN:  1d4 
  DX: 2d8+4 
  CH: n/a 
  CN: 3d6 
  PS: 2d4+6 
   
  BASE STOCK: Hedge 
  HABITAT: Any except underground 
  DIET: Carnivore 
  ATTACKS: 1-4x Bite(1d6+1) 
  MUTATIONS: 
  Carnivorous 
  jaws; 
  Heightened Sense -  Smell; Radar;  
  Spikes 
   
  DESCRIPTION: Phoenix hedges are 
  long, low hedges that perfectly match 
  other, normal hedges in the same 
  geographical locale.  They are called 
  Phoenix Hedges because they can be 
  hacked, burned, radiated chemi-cally 
  defoliated, etc. and will still grow back 
  within a week.  The only way to destroy 
  them is to dig underground and rip out 
  their short, thick roots.  The problem with 
  this is that when their roots are exposed 
  to light of day (even overcast days) they 
  will emit a radiation blast of intensity level 
  24 to anyone within a 10 meter radius of 
  the plant.  They can only emit this blast 
  once a week. 
      Frid esk cannot move; they rely on 
  their sense of smell and radar to locate 
  passing creatures, then try to grab them 
  with their jaws.  Normally,the frid esk's 
  spikes are retracted and cannot be seen; 
  however, the spikes immediately snap 
  out when the plant is touched. 
      Their greatest source of food is the 
  small birds and animals that come to hide 
  or nest in the frid esk.  The animal enters, 
  the hedge snaps out its spikes, usually 
  impaling and entrapping the animal, and 
  dinner is served. 
   
  GLOWER 
   
  NUMBER: 1d4 
  FREQUENCY: Uncommon 
  MORALE: n/a 
  HIT DICE: 4d6 (12) 
  ARMOR: 10 
  SIZE: M (1sq.m) 
   
  LAND SPEED: Immobile 
   
  MS: n/a 
  IN: 1d4 
  DX: n/a 
  CH: n/a 
  CN: 2d8 
  PS: n/a 
   
  BASE STOCK:  Fungi 
  HABITAT: Near lakes or ponds 
  DIET: Omnivore 
  ATTACKS: 1 (see below) 
  MUTATIONS: Dissolving Juices; Gas 
  Generation- sleep 
   
  DESCRIPTION: 
  These mutant fungi 
  always live near or in radiation zones,and 
  if possible will grow next to sources of 
  water.They appear to be glowing reddish 
  slime 
  growths 
  whose 
  light 
  slowly 
  pulsates; hence the name Glowers. 
        Growing on rocks and stones is their 
  preferred place of habitat. Being near a 
  river, stream, pond, or lake helps them to 
  ensnare unsuspecting creatures that 
  come to drink. Glowers grow to a height 
  of only 5 cm and live in densely clumped 
  patches.The Glowers release their Sleep 
  Gas when touched by any living creature 
  trying to put their victim into a deep 
  sleep.If the creature falls asleep and 
  lands on top of the mutant fungi, their 
  dissolving juices will then go to work to 
  break down the creature's body into 
  digestible 
  enzymes.These 
  glowing 
  mutants are a deadly poison if swallowed 
  by any creature (Int 16). However, when 
  these mutated fungi are boiled down, 
  they produce an antidote for Int 16 
  poisons.Each square meter of this growth 
  will yield one dose of this anti-dote. 
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  9 
  HORL EP (Arrow Tree) 
   
  NUMBER: 1d4 
  FREQUENCY: Rare 
  MORALE: 7 
  HIT DICE: 12d8 (48) 
  ARMOR: 6 
  SIZE: L (4m) 
   
  LAND SPEED: Immobile 
   
  MS: 1d10+2 
  IN: 1d4 
  DX: n/a 
  CH: n/a 
  CN: 3d6 
  PS: n/a 
   
  BASE STOCK: Pine tree 
  HABITAT: Temperate & Sub-Arctic 
  Forests 
  DIET: Carnivore 
  ATTACKS: 2xSeeds (2d8) 
  MUTATIONS: Infravision; Rocket Seeds;  
  Antibiotic Fruit 
   
  DESCRIPTION: This relative of the pine 
  tree has a unique method of seed 
  propagation - organically fueled solid 
  rockets. It can use these seeds for 
  defense or for increasing the range of the 
  species. These seeds are only active 
  during the late summer and early fall. 
  After the first frost, the Horl Ep fires off all 
  its remaining seeds at a high angle, 
  causing the northern woods to be quite a 
  hazardous place for a week or so.   
       The horl ep will generally attack any 
  warm-blooded, 
  man-sized 
  or 
  larger 
  creature that comes within 20 meters. If 
  more than one such creature is available, 
  it will switch targets every 2 rounds until 
  either all targets have fled, or 1/2 of its 
  seeds have been expended, reserving 
  the remaining seeds for defense. The 
  wounds caused by the horl ep seeds will 
  heal at twice normal speed, and if the 
  fertile tip breaks off in a wound (40% 
  chance), it will heal at 4 times normal 
  speed (it will also be the first of the 
  wounds to heal). In the latter case, 2 
  weeks after the wound heals over, the 
  seed will start to grow, doing 1d4 
  damage and -1 to CN daily until the 
  character dies (at 0 HP or 0 CN), after 
  which a sapling will sprout from the 
  body.   
       There have been some attempts to 
  cultivate this tree, but the dangers 
  involved have prevented any successes.  
   
  JAPIN 
   
  NUMBER: 1d4+1 
  FREQUENCY: Uncommon 
  MORALE: N/A 
  HIT DICE: 5-10d8 (40) 
  ARMOR:  6 
  SIZE: L (4,5m) 
   
  LAND SPEED: Immobile 
   
  MS: 1d10 
  IN: 1 
  DX:  n/a 
  CH: n/a 
  CN:  1d6 
  PS: 1d6 
   
  BASE STOCK: Plant- Jack Pine   
  HABITAT: Pine barrens 
  DIET: Underground Nutrients 
  ATTACKS: See below 
  MUTATIONS: Gas Generation - poison  
   
  DESCRIPTION: These trees are mutated 
  jack pines and have developed exterme 
  alleopathy (plants that use poison on 
  surrounding plants). It is 1 meter tall/HD. 
  When it is 5 meters, it begins to release a 
  toxic cloud (2m radius/Intensity 20) that is 
  deadly to all life. The tree itself is toxic 
  (int 25) in all stges of life. The ground 
  beyond the cloud .3 m/HD is also toxic 
  (int 
  15). 
  Otherwise 
  the 
  tree 
  is 
  noncombative. 
   
  KUD'ZU HERT'L'CUL (Gardner) 
   
  NUMBER: 5-20 
  FREQUENCY: Very Rare 
  MORALE: 9 
  HIT DICE: 12d6 (36) 
  ARMOR: 9 
  SIZE: M (2m) 
   
  LAND SPEED: 12/900/18 
   
  MS: 3d6   
  IN: 3d6 
  DX: 3d6 
  CH: 3d6 
  CN: 2d6+3 
  PS: 4d4 
   
  BASE STOCK:  Human/Plant hybrid 
  HABITAT: Temperate Hills and Forests 
  DIET: Nutrients from soil 
  ATTACKS: 1x Weapon (1d8) 
  MUTATIONS: 
  Modified 
  Body 
  Parts-
  Photosynthetic Skin;  Vines- prehensile 
  kudzu in place of hair; 1-2 random Plant 
  Mutations, and 0-1 random Mental 
  Mutations for individuals.  
   
  DESCRIPTION: At first glance it is 
  difficult to determine if these mutant 
  humanoids are of plant or human stock.  
  Their skin is lime green, and they are 
  slightly taller than normal humanoids and 
  very slender.  They have no hair on their 
  bodies, replaced by kudzu vines and 
  leaves.  The vines on their heads are 
  long and prehensile and can be used as 
  a third hand as necessary. 
       Generally peaceful, the tribes will 
  encounter enemies in their forests, 
  nonetheless, and form war parties of up 
  to 100 warriors using spears, bows, 
  clubs, swords,  and other tech II 
  weaponry. 
       The race was created when scientists 
  at a high tech MechFarm research lab 
  injected themselves with kudzu DNA.  
  The MechFarm's Artificial intelligence no 
  longer recognized the scientists as 
  human and removed them from the 
  complex.  Since then the tribes have 
  formed 
  in 
  the 
  lush 
  forested 
  hills 
  surrounding the complex.  They have a 
  primitive religion similar to Archivism, but 
  centered on the research facility which 
  they call the Garden of Plenty.  Shamans 
  and Witch Doctors assist a council of 
  Elder chiefs to lead the tribe.  They have 
  a relatively casual existence.  They 
  seldom need to eat, except during the 
  winter months,  and the forest provides 
  most everything they need without much 
  effort.  They roam the forests seeking a 
  pure human who can lead them back into 
  the garden.  Some members of the tribe 
  grow healing berries or other natural 
  resources that the tribe can use to trade 
  for important metals.  They fear and 
  avoid  high tech devices. 
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  10 
  MAL TONAS  (Courage Moss) 
   
  NUMBER: 1 
  FREQUENCY: Rare 
  MORALE: n/a 
  HIT DICE: 4d6 (12) 
  ARMOR: 7 
  SIZE: S (1m) 
   
  LAND SPEED: Immobile 
   
  MS: 2d6 
  IN: n/a 
  DX: 1 
  CH: 2d6 
  CN: 2d6 
  PS: n/a 
   
  BASE STOCK:  Moss 
  HABITAT: Temperate Swamps, Forests, 
  or Hills 
  DIET: Scavenger 
  ATTACKS: None 
  MUTATIONS: Fruit; Chameleon Power; 
  Poisonous Thorns; Mental Paralysis 
   
  DESCRIPTION: Mal Tonas appears as a 
  fuzzy patch that covers about a 1 meter 
  square area.  Its color varies because of 
  its 
  Chameleon 
  Power, 
  adapting 
  to 
  whatever the surrounding colors are.  
  Anywhere from six to ten spores are on a 
  Mal Tonas at any given time.  Each spore 
  is about the size of a small pea, and very 
  light and fragile.  If swallowed, a spore 
  acts as a pain killer.   
      The name Courage Moss has been 
  given to Mal Tonas, since many tribes 
  use the moss as a test of bravery.  When 
  a youngster is ready to become an  
  adult, a Mal Tonas must be searched out.  
  When found, the youngster must pluck a 
  spore and present it to the elders of his 
  tribe. 
      While a Mal Tonas doesn't actively 
  attack other creatures, its defensives are 
  hazardous to those who try to take its 
  spores. Because of the fragile nature of 
  the 
  spores, 
  each 
  must 
  be 
  pulled 
  delicately, or it will crack and the pain 
  killer effect fade within minutes.  This 
  must be done by hand, as other methods 
  cause the spore to crack 95% of the time. 
  Pulling a spore can be dangerous.  Each 
  spore is surrounded by spines that 
  contain a destructive poison.  When 
  picking a spore, a hazard check is made, 
  as the spines are unavoidable. When a 
  spore is pulled, a paralysis attack is 
  made on all within a five meter radius.  If 
  the creature that is removing the spore is 
  affected, the hazard check is made at +5, 
  since the creature can not actively try to 
  avoid all of the spines. 
       Mal Tonas reproduce by popping their 
  spores, which are very light weight.  They 
  can be carried up to two kilometers by 
  the wind.  Only one in every twenty 
  spores survive to produce a new Mal 
  Tonas as most rupture when they land. 
  Mal Tonas tend to be found on Narl Eps 
  or Haunted Fruit Trees. 
   
  MIMIC PLANT 
   
  NUMBER: 1d10 
  FREQUENCY: Very Rare 
  MORALE: 6 
  HIT DICE: 10d4 (20) 
  ARMOR: 3 
  SIZE: M (1,5-3m) 
   
  LAND SPEED: Immobile 
   
  MS: 1d10 
  IN: 1d4 
  DX: 2d10 
  CH: 1d4 
  CN:  3d6+6 
  PS: 1d12+8 
   
  BASE STOCK:  Orchid 
  HABITAT: near ponds or lakes 
  DIET: Carnivore 
  ATTACKS: Special- see below 
  MUTATIONS: 
  Allurement; 
  Beguiling; 
  Adaptive Enzyme (see New Mutations) 
   
  DESCRIPTION: 
  Mimic 
  plants 
  are 
  mutated orchids that grow up to 3 meters 
  high.  They have large showy flowers that 
  can look like various animals. Mimic 
  plants grow near ponds and their root 
  tendrils extend into the water from 
  underground. Their roots absorb large 
  amounts of water that are given off by 
  their leaves as a fine mist. The mist 
  obscures vision enough that the flowers 
  are mistaken for animals.  
       Animals and characters who find 
  mimic plants have a chance equal to 
  50% minus their intelligence of believing 
  the plant to be an attractive animal or 
  character of the opposite sex. When a 
  creature is attracted to within 6m of the 
  plant, an elastic tentacle whips out and 
  wraps itself around the victim. The 
  tentacle secretes a corrosive fluid which 
  contains adaptive enzymes. The fluid 
  burns the skin for 2d4 points of damage if 
  it is not washed off in a number of turns 
  equal to 11 minus the victim’s armor 
  class. The tentacle will withdraw as soon 
  as the victim fights back. No plant will 
  attack two crea-tures, and no creature 
  will be attacked by more than one plant 
  each day. 
   
  MUT CHOO (Gas Plant) 
   
  NUMBER: 1d4 
  FREQUENCY: Rare 
  MORALE: 2 
  HIT DICE: 9d6 (27) 
  ARMOR: 5 
  SIZE: L (3-4m dia.) 
   
  FLYING SPEED: 8/600/16 
   
  MS:  1d6+1  
  IN: 2d4 
  DX:  1d6 
  CH: 1d4 
  CN:  1d10 
  PS: 2d4 
   
  BASE STOCK: Dandelion  
  HABITAT: Forests, Swamps, Wetlands, 
  Underground caves, Ruins 
  DIET: Carnivore 
  ATTACKS: Thorns & Tendrils (see 
  below) 
  MUTATIONS: 
  Increased 
  Sense- 
  Sight/Smell/Hearing; Flight- Gas Bags 
   
  DESCRIPTION: Mut choo are 3 to 4m 
  diameter plants that produce their own 
  gas, inflate, and float through the air. 
  They float about 7m above the ground 
  but have many mutations that allow them 
  to satisfy their carnivorous appetites. 
  Each mut choo is covered with throwing 
  thorns, has manipulative vines hanging 
  from it that are tipped with barbed leaves, 
  and have hundreds of tiny tendrils 
  hanging from the bottom that act as 
  boring tendrils when the plant floats 
  down on an unconscious victim. 
       The mut choo will deflate itself after 
  eating excessively, and look like a large 
  patch of vine-like vegetation on the 
  ground. When it wishes to hunt, it 
  increases its metabolic rate and inflates 
  itself, then floats away. This gas is 
  especially susceptible to fire, flaming 
  weapons, heat, lasers, pyrokinesis, etc. If 
  more than 10 points of this kind of 
  damage are sustained in a single turn, 
  the mut choo explodes, causing 1d10 
  points of damage to all within 7m.  
       Mut choo prefer to live in areas like 
  jungles, forests, swamp lands, and other 
  locales with overhanging vegetation. 
  They are sometimes found in caves or 
  ancient ruins.    
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  11 
  NEP EP (Death Tree) 
   
  NUMBER: 1d2 
  FREQUENCY: Very Rare 
  MORALE: 6 
  HIT DICE: 21d6 (63) 
  ARMOR: 7 
  SIZE: L (5-8m) 
   
  LAND SPEED: Immobile 
   
  MS: 1d3 
  IN: 1d4  
  DX: 2d6 
  CH: 1d2 
  CN: 2d4+2 
  PS: 2d8+1 
   
  BASE STOCK:  Pine Tree 
  HABITAT: Forests 
  DIET: Nutrients from soil 
  ATTACKS: See below 
  MUTATIONS: 
  Adaptation; 
  Modified 
  Roots- Squeeze; Modified Branches- 
  Electrical Discharge (see below); Contact 
  Poison Sap; Aromatic Powers 
   
  DESCRIPTION: The narl ep resembles 
  any of a myriad of conifers; pine trees, 
  spruce, evergreens, etc. It cannot move 
  and cannot attack at any distance, but 
  has various mutations that allow it to kill 
  prey close by, which then decomposes 
  and provides nutrients for the tree. The 
  usual form of attack for anything close to 
  the nep ep is to grab or trip it with the 
  roots, hoping it will, in its struggle to 
  break free, either brush against the 
  contact poison sap or come within range 
  of the tree’s electrical discharge. The 
  roots extend out in a 7m radius from the 
  trunk, so the aromatic power can easily 
  lure prey within range of the roots. The 
  tree can absorb and store electricity over 
  a period of time (electrical storms, etc.) 
  then release it when desired. This elec-
  trical discharge has a range of 3m from 
  the tree’s branches (5m from the trunk) 
  and cause 4d10 points of base damage 
  depending on the size of the tree (GM’s 
  decision).  
     The nep ep also has unique boring 
  tendrils that only activate from the roots 
  when and item with a lot of energy is 
  dropped or left under the tree. The tree 
  senses this power and bores up under 
  and through the item, draining it of its 
  energy. Therefore, there are usually 
  some items of an electrical sort under the 
  tree, usually buried beneath the fallen 
  needles. The GM shoud determine these 
  items randomly; the number of items 
  found is 1d6. There is only a 25% chance 
  any item is in useable shape, it will have 
  a small hole bored into it and will always 
  be drained of all power. Even those items 
  beyond repair may still be scavenged for 
  parts or as curiosities.   
   
  OOZ BLEN (Klonoid) 
   
  NUMBER: 1d4-1 per sq. meter 
  FREQUENCY: Rare 
  MORALE: 4 
  HIT DICE: 2d6 per sq. meter (6) 
  ARMOR: 9 
  SIZE: L 
   
  LAND SPEED: Immobile 
   
  MS:   4d4+4 
  IN: 1d8+10 
  DX:   N/A 
  CH: 1d4+4 
  CN:  3d4+3 
  PS: N/A 
   
  BASE STOCK: Algae   
  HABITAT: Deathlands 
  DIET: Radiosynthesis 
  ATTACKS: See below 
  MUTATIONS: Energy Negation; New 
  Body Parts; New Sense - temperature 
  sensitivity; Teleportation 
   
  DESCRIPTION: The ooz blen is a form 
  of mutated algae. This type of plant 
  grows 
  in 
  patches 
  near 
  areas 
  of 
  radioactivity, almost always connected to 
  a source of warmth. Hot springs, 
  fumaroles, and living flesh are their 
  favorite locations.  
       Ooz blen are iridescent black in their 
  natural state, and live on rocks or the 
  branches of trees and feed on tiny 
  organisms 
  such 
  as 
  bacteria. 
  They 
  possess a life detecting sensitivity (New 
  Sense), adaptability, color response to 
  radiation, and tiny fiber extensions that 
  allow them to enter into a symbiotic 
  relationship with warm-blooded creatures 
  (New 
  Body 
  Parts). 
  A final ability, 
  Teleportation, allows them to project 
  themselves onto passing creatures.  
       To establish symbiosis, the ooz blen 
  will teleport themselves onto the surface 
  skin of any warm-blooded creature that 
  passes within range. Once on the skin, 
  the algae must be scraped off for 1d10 
  Action Turns with the creature taking 1d6 
  damage  with the creature taking 1d6 
  damage per turn of scraping. If the 
  creature does not scrape off the algae for 
  the number of turns rolled, the ooz blen 
  uses their New Body Parts to enter the 
  skin of the creature. This causes the 
  creature to become a shiny black, as if 
  they possessed an insect chitin over their 
  bodies. The color is not dangerous, nor 
  does the presence of the ooz blen harm 
  the creature. The ooz blen will remain on 
  the creature – it cannot be removed – for 
  2d10 months, after which it will teleport 
  onto some other character at the first 
  opportunity.  
       While on the skin (or fur, scales, 
  feathers, etc.) the black color will remain 
  useless unless the creature comes into 
  the presence of radiation. If in an area of 
  radiation, the ooz blen will change color 
  (depending on the intensity – see chart 
  below). The ooz blen will absorb one-half 
  the damage from radiation.  
   
  INTENSITY 
  NEW COLOR 
  1-5 
   
  Blue 
  6-14 
  Red 
  15+ 
   
  Green  
   
       The color changes actually help a 
  creature survive radiation by giving 
  warning through the color change and 
  absorbing 
  damage 
  from 
  harmful 
  radiation.  
   
  PROT EP (Defense Tree) 
   
  NUMBER: 1d6 
  FREQUENCY: Rare 
  MORALE: 2 
  HIT DICE: 41d6 (123) 
  ARMOR: 2 
  SIZE: H (10m+) 
   
  LAND SPEED: Immobile 
   
  MS: 1d4 
  IN: N/A 
  DX: N/A 
  CH: N/A 
  CN: 3d6  
  PS: 4d6 
   
  BASE STOCK: Birch/ Oak Tree 
  HABITAT: Forests 
  DIET: Nutrients from soil 
  ATTACKS: None 
  MUTATIONS: See below 
   
  DESCRIPTION: Prot eps are the most 
  ancient of trees, surviving the original 
  holocaust that led to Gamma World by 
  constantly adapting until they could not 
  be killed. Prot eps cannot take damage 
  from any kind of attack, natural or artifi-
  cial. No disease, insect, or plant life can 
  affect them. Their roots are like steel 
  cables travelling miles below the ground. 
  They cannot be knocked over, torn up, or 
  driven into the ground. They have bark 
  like a birch, leaves like a maple, but are 
  pure white in color, and grow to the 
  shape and size of an old oak.  Chemical 
  defoliants, radiation, or anti-matter will 
  wither all the vegetation around them but 
  cannot even change their color. They 
  only die of old age, and that is after 
  thousands of years.  
       Some civilizations revere them as 
  gods, others build their villages around 
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  12 
  their trunks or in their branches. There is 
  no safer place for a party of adventurers 
  to camp overnight than in the branches 
  of a prot ep, as attacks cannot usually 
  penetrate the foliage surrounding them 
  and very few dangerous creatures seem 
  to be able to live or hunt in them (usually 
  snakes can survive). Anyone attempting 
  to make armor from a prot ep will 
  discover that any bark or leaves crumble 
  to dust 1d6 hours after they are removed.  
   
  PUFF CACTUS  
   
  NUMBER: 1 
  FREQUENCY: Common 
  MORALE: n/a 
  HIT DICE: 2d8 (8) 
  ARMOR: 8 
  SIZE: L (10-20m patch) 
   
  FLYING SPEED: 12 or windspeed 
   
  MS: 12   
  IN: n/a 
  DX: n/a 
  CH: n/a 
  CN: n/a 
  PS: n/a 
   
  BASE STOCK: Peyote Cactus 
  HABITAT: Deserts 
  DIET: Underground Nutrients 
  ATTACKS: 1 
  MUTATIONS: Spines; Gas Generation 
  Spore Cloud; Explosive Seed Pods; 
  Flight - Gas Bags. 
   
  DESCRIPTION: During the Summer 
  months the Puff Cactus becomes a 
  downright danger to towns and wildlife.  
       Every morning, and during High Noon, 
  these cactus, which grow in sprawling 
  10-20 meter diameter patches, release 
  3d12 cantalope sized floating pods to 
  drift in the wind. These are lined, like the 
  cactus itself, with sharp spines that do 
  1d4 damage on contact. If a pod is 
  touched, or bumps into something, it will 
  explode with the force of a hand 
  grenade, for 3d6 damage, spreading a 
  Poison Spore Cloud, Intensity Level 12 
  plus Spore Sickness, in a 10 foot radius. 
  These pods will often set each other off.  
     Youngsters in a lot of communities earn 
  a little extra pocket money during the 
  summer by sitting watch for Puff Cactus 
  blooms and setting them off at safe 
  distances with bows or slingshots. These 
  drifts move silently, and a traveller can be 
  in the middle of one before they know it, 
  provided the muffled thuds of exploding 
  pods don't alert them. 
   
  RAZORGRASS 
   
  NUMBER: 1d10 meter patch 
  FREQUENCY: Uncommon 
  MORALE: 8 
  HIT DICE: 2d8 per square meter (8) 
  ARMOR: 9 
  SIZE: T(.3-.5 m) 
   
  LAND SPEED: Immobile 
   
  MS: 2d4 
  IN: n/a 
  DX: n/a 
  CH: n/a 
  CN: 2d4  
  PS: n/a 
   
  BASE STOCK:  Kentucky Bluegrass 
  HABITAT: Temperate plains 
  DIET: Carnivore 
  ATTACKS: 1xSlice per leg (2d6) 
  MUTATIONS: Modified Leaves- razor-
  edged; Immunity to Heat 
   
  DESCRIPTION: This type of mutated 
  grass is visually indistinguishable from 
  normal grass. The only obvious sign of its 
  presence is a slight odor of carrion.  
       When the center of a patch is stepped 
  upon, the blades will thrash around 
  rapidly. Sharp enough to cut bare skin on 
  contact, the blades perform an attack on 
  each leg standing in the patch. A fallen 
  character suffers 2 attacks for each 
  meter of height in the patch. 
       Razorgrass grows in patches up to 10 
  meters in diameter. It is frequently found 
  around water holes in dry regions. 
   
  SEA LILY 
   
  NUMBER: 2-5 patches (at 20-50/patch) 
  FREQUENCY: Uncommon 
  MORALE: 4 
  HIT DICE: 4d6 per patch (12) 
  ARMOR: 9 
  SIZE: M (1-2m dia.) 
   
  MS: 1d2  
  IN: 1d2  
  DX: 1d3   
  CH: 1   
  CN: 1d2  
  PS: 1 
   
  WATER SPEED: 0/1/0   
   
  BASE STOCK:  Starfish 
  HABITAT: Oceans 
  DIET: Underground Nutrients 
  ATTACKS: See below: 1d6 per patch 
  MUTATIONS: See below 
    
  DESCRIPTION: Sea lilies are cousins to 
  starfish. They have a base developed to 
  hold strongly onto the bottom in the body 
  of water they dwell (it looks like worms 
  attached to a root). Attached to this are 
  dozens of "arms" covered in fine hairs, 
  used to catch food. Some species have 
  evolved to survive in freshwater, and 
  most of those developed a mass attack 
  to 
  consume 
  large 
  prey. 
  Anything 
  wandering through a sea lily patch to 
  attacked once per phase using an 
  enzymatic approach. If the person is 
  moving, treat every square meter as a 
  single patch. And they do grow up to the 
  waters edge, so anyone reaching in the 
  water is also attacked. Their defenses 
  are based on the fact that they are 
  submerged; if they are brought up on 
  land, they have no armor and are totally 
  defenseless (-4 to ranged and melee 
  attacks). 
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  13 
  SENTIENT CORAL REEF 
   
  NUMBER: 1  
  FREQUENCY: Very Rare 
  MORALE: 8 
  HIT DICE: Special  
  ARMOR: 6  
  SIZE: H (Actual size varies) 
   
  LAND SPEED: Immobile  
   
  MS: 5d6+4    
  IN: 1d10+6  
  DX: 1d4               CH: 1d4  
  CN: 7d8+6  
  PS: 1  
   
  BASE STOCK:  Coral 
  HABITAT: Oceans 
  DIET: Water Nutrients 
  ATTACKS: See below.  
  MUTATIONS: 
  Symbiotic 
  Attachment; 
  Regeneration; Mass Mind; Telepathy; 
  and whatever else the GM wishes. 
    
  DESCRIPTION: A coral bed is one large 
  creature that is comprised of billions of 
  smaller creatures. It therefore cannot be 
  “killed” per se by ordinary damage. Only 
  weapons capable of destroying large 
  areas (nukes, etc) would actually harm or 
  destroy the reef (being that they can be 
  many kilometers in size!). The coral has 
  the ability to displace small "nodes" of 
  itself that it can control up 100 kilometers 
  away. Each node is a small mutant sting 
  ray (see Minda Ray below) with a body 
  about the size of a man's fist and a spine 
  about a foot in length. It will try to control 
  whatever life form it has been placed on. 
  This Minda Ray attaches itself at the rear 
  base of the head with it mutated mouth 
  and stabs the victim with its spine. 
  Driving the tail deep into the victims 
  spine, small tendrils wraps round the 
  victims spine and give control of the 
  creature completely over to the reef. 
   
  SHROOM (Mushroom Man) 
   
  NUMBER: 3d8 
  FREQUENCY: Rare 
  MORALE: 6 
  HIT DICE: 6d8 (24) 
  ARMOR: 8 
  SIZE: M (1-2m) 
   
  LAND SPEED: 8/600/16  
   
  MS: 1d8+7   
  IN: 1d8+7 
  DX: 2d4+3 
  CH: 1d6 
  CN: 1d8+6 
  PS: 2d4+3 
   
  BASE STOCK:  Mushroom- Amanita 
  HABITAT: Underground, Forests 
  DIET: Underground Nutrients 
  ATTACKS: 1x By Weapon 
  MUTATIONS: 
  Hallucinogenic 
  Spores 
  (see below); Improved Immunity; Light 
  Sensitivity [D]; Thermal Vision   
   
  DESCRIPTION: Shrooms are a race of 
  sentient, mutated fungi which look like 
  human-sized, bipedal toadstools.  Their 
  leathery hide is green-gray in color and is 
  perpetually cool and clammy.  Their 
  hands have two long, thick fingers and a 
  stubby, opposable thumb which allows 
  them to manipulate most artifacts.   
       Shrooms do not have eyes per se, but 
  rather a bundle of sensory nerves very 
  near their caps which serve a similar 
  purpose.  Having evolved in darkness, 
  they can see perfectly well in darkness, 
  but have trouble operating if full daylight; 
  they are usually nocturnal creatures.  
  They are resistant to most “normal” forms 
  of disease on Gamma Earth (if there truly 
  is such a thing anymore), and generally 
  live in places that would be considered 
  biohazardous to most other forms of life. 
       Shrooms 
  are 
  not 
  especially 
  aggressive creatures, though they will 
  fight ferociously to defend them-selves, 
  their territory, and one another.  Although 
  they are exceptionally intelligent, the 
  thought processes of a shroom are very 
  different from most other forms of life - 
  even other plants.  They are well aware 
  of this fact and of the effect their spores 
  have on non-shrooms, and will use both 
  to their advantage whenever the situation 
  demands it. 
       Shroom encounters can run the 
  gamut from humorous to deadly.  Though 
  they tend to be philo-sophical and fairly 
  passive, shrooms often have access to a 
  number of artifacts, and are fairly well 
  armed unless caught completely off-
  guard.   
       Shrooms 
  live 
  in 
  primitive 
  tribal 
  societies, usually numbering between 4-
  24 individuals.  They commu-nicate 
  through a complex mixture of body 
  language, pheromones, and variations in 
  skin 
  pigmentation 
  that 
  are 
  usually 
  imperceptible to anyone who doesn’t 
  have the night vision mutation or similar 
  ability.  Shrooms are also capable of 
  verbal speech of a sort by forcing air 
  through the pores in their hides, though 
  they never do so to communicate among 
  themselves.  
       While most shrooms live fairly isolated 
  lives, they are far from stupid or ignorant 
  of the world around them.  The primary 
  reason that most shroom societies are as 
  primitive as they are is because they see 
  very little benefit to be gained from more 
  “advanced” forms of social organization 
  and technology.  Given that they tend to 
  inhabit areas that most other forms of life 
  would be unable to survive in, most 
  shroom communities have stockpiles of 
  junk for trade and barter, as well as a few 
  fully-functional 
  artifacts 
  for 
  use 
  in 
  emergencies.  They will also have 
  numerous 
  pieces 
  of 
  “kit-bashed” 
  technology of some sort or another with 
  bizarre and (to anyone other than a 
  shroom) incomprehensible uses.      
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  14 
  SMOKERTH (Flaming Bush) 
   
  NUMBER: 1d4 
  FREQUENCY: Common 
  MORALE: 6 
  HIT DICE: 2d6 (6) 
  ARMOR: 10 
  SIZE: S (,5m tall) 
   
  LAND SPEED: Immobile 
   
  MS: n/a   
  IN: n/a 
  DX: n/a 
  CH: n/a 
  CN:  n/a 
  PS: n/a 
   
  BASE STOCK:  Juniper bush 
  HABITAT: Any except arctic 
  DIET: Nutrients from the soil 
  ATTACKS: none 
  MUTATIONS: Combustibility (see below) 
   
  DESCRIPTION: Smokerths are harmless 
  little bushes that are easily ignited. If a 
  character were to strike the bush, fall into 
  it, etc. it bursts into flame. This will cause 
  1d6 points of damage to anyone touching 
  the bush. Otherwise, the smokerth burns 
  for 5 minutes, providing a signal flare, 
  and easy method of starting a campfire, 
  etc. Smokerths can be found in every 
  climate but the arctic cold. They never 
  grow close enough to each other to start 
  a chain-reaction and a forest fire.  
    
  STARFISH CACTUS 
   
  NUMBER: 1d8 
  FREQUENCY: Uncommon 
  MORALE: 6 
  HIT DICE: 10d8 (40) 
  ARMOR: 4 
  SIZE: L (4.5-8m) 
   
  LAND SPEED: 6/900/36 
   
  MS:   3d4 
  IN: 1d3 
  DX:   2d6 
  CH: 1d2 
  CN:  2d8+2 
  PS: 2d8+4 
   
  BASE STOCK:  Saguaro Cactus 
  HABITAT: Deserts 
  DIET: Scavenger 
  ATTACKS: 1d8+4 
  MUTATIONS: Spines; Mobility; Constric-
  ting Appendages; New Sense -life force. 
   
  DESCRIPTION:  This weird mutation of 
  the Saguaro Cactus is a fearsome 
  scavenger. It derives its name from its 
  vague resemblance to a starfish made of 
  cactus. They pull themselves slowly over 
  most terrain with their radial tentacles, 
  which function much like Squeeze Vines 
  with additional 1d4 damage per attack 
  from their sharp spines. Each plant has 
  1d8+4 of these appendages, arranged 
  around a central maw on the underside 
  that can do 3d6 damage.  
       Starfish Cacti are often encountered 
  in large numbers in the ruins of ancient 
  towns and cities, draped over the rubble 
  sunning themselves or hunting in the 
  cracked streets for prey. They are also a 
  serious hazard on ancient roadways. 
  These plants posess Life Force Sense, a 
  strange 
  bioelectric 
  sense 
  that 
  can 
  determine potential prey's location and 
  state of health. Starfish cactus yield 5 
  gallons of water per arm if chopped up. 
   
  STILT PALM 
   
  NUMBER: 1d8 
  FREQUENCY: Uncommon 
  MORALE: 6 
  HIT DICE: 8d8 (32) 
  ARMOR: 6 
  SIZE: L (3-5m) 
   
  LAND SPEED: 10/800/12 
   
  MS:   2d6 
  IN: 1d4 
  DX:   2d4 
  CH: 1d2 
  CN:   1d10+3 
  PS: 2d6 
   
  BASE STOCK:  Palm Tree 
  HABITAT: Rivers, Swamps, Wetlands 
  DIET: Nutrients form the soil 
  ATTACKS: 2xBranches (1d10)  
  MUTATIONS: 
  Mobility; 
  Increased 
  Hearing; New Sense- chemicals. 
   
  DESCRIPTION: 
  These mutant palm 
  trees are largely innocuous. They spend 
  their day slowly wandering along rivers 
  and streams, following the sun and 
  searching for patches of nutrient rich mud 
  with their innate Chemical Sense. At 
  night they fold their legs up into a 
  defensive wall around their core bodies 
  and touching their roots down into the 
  water. One thing that makes them handy 
  to sentient beings is their use as mounts, 
  since their 10 -15 foot height makes them 
  a great platform to keep a lookout for 
  trouble, 
  and 
  they 
  can 
  be 
  loosely 
  controlled using an umbrella, since the 
  plant moves instinctively away from 
  shade.  
       Once a year, during the rainy season, 
  Stilt Palms develop a cone of seed pods 
  that take roughly 1d4 weeks to mature 
  and drop off. During this time, the plants 
  are very dangerous to approach, and will 
  rear up in threat against any being that 
  they sense coming near. If pressed they 
  are capable of attacking with their spear 
  like limbs for 1d10 damage. This risk can 
  be worth it, as the pods, if eaten unripe, 
  have the benefit of counteracting Poisons 
  of up to Intensity Level 14.  
       Stilt Palm seed pods make a delicious 
  snack when ripe. If uneaten, the seeds 
  grow into adult Stilt Palms after 1d4 
  years, depending on what soil they're 
  dropped into, starting life as stationary 
  plants and uprooting when their legs 
  develop. The only other threat that can 
  arise from Stilt Palms is a tendency for 
  other, more dangerous varieties of 
  mutant plants to take up residence atop 
  the legs, which can remain mobile for up 
  to a year after the main plant has died.  
   
  STRANGLE 
   
  NUMBER: 1d10 
  FREQUENCY: Uncommon 
  MORALE: 7 
  HIT DICE: 10d8 (40) 
  ARMOR: 8 
  SIZE: M (1-2 patch) 
   
  MOVE: 2/300/6 
   
  MS: 3d4  
  IN:1d4  
  DX: 3d6  
  CH: N/A 
  CN: 2d6+3 
  PS: 3d6 
   
  ATTACKS: 
  2d6 
  ORIGINAL STOCK: Plant- Kelp  
  HABITAT: Swamp, Oceans, Wetlands 
  DIET: Carnivore 
  MUTATIONS: Squeeze Vines; Mobility; 
  Modified 
  Vines 
  - 
  boring 
  tendrils; 
  Improved Sense- sight. 
   
  DESCRIPTION: This mutant form of kelp 
  is extremely dangerous to swimmers and 
  boat crews alike. These plants lurk near 
  the bottom among dense vegetation, 
  watching above them for anything that 
  moves into their territory. If a likely target 
  comes into veiw they will swim rapidly 
  upward towards them, in a motion very 
  similar to that of an octopus or jellyfish. 
  They will then attempt to constrict the 
  victim in their muscular fronds, for 2d6 
  points of damage per round. When all the 
  life is squeezed out of their prey, a 
  Strangle will drag the body to the bottom 
  and feed off of the decomposing corpse 
  for several weeks with it's root tendrils. 
  The central core body of a Strangle is 
  roughly 50cm in diameter, but the tendrils 
  can extend out to 2m on larger speci-
  mens, and size is never an issue when it 
  comes to their attacks.  
       Since they operate in groups, several 
  of these plants can benefit from a large 
  kill, 
  although 
  theres 
  no 
  real 
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  15 
  communication or co-operation going on 
  among them. Strangles have been 
  known to attack boats, often jamming the 
  propellers or intakes of motorized ones. 
  While this may kill one or two, the 
  remainder of what could loosely be called 
  "the pack" become a serious threat to 
  any hapless sailor sent down to clear the 
  obstruction.  
   
  TARN ZEB 
   
  NUMBER: 1 
  FREQUENCY: Unique 
  MORALE: 7 
  HIT DICE: 14d8 (56) 
  ARMOR: 6 
  SIZE: H (20m) 
   
  LAND SPEED: 6/30/12 
   
  MS:   1d4+1 
  IN:  3d8  
  DX:   2d4 
  CH: 2d6+2 
  CN:   3d6 
  PS: 3d6 
   
  BASE STOCK: Tree   
  HABITAT: Deathlands 
  DIET: Carnivore 
  ATTACKS: 3xVines (2d6) + 1xExploding 
  Fruit (3d6) 
  MUTATIONS: 
  Aromatic 
  Powers; 
  Explosive and / or Radiated Fruit & 
  Seeds; Physical Reflection; Squeeze 
  Vines / Roots; Texture Change  
   
  DESCRIPTION: This carnivorous horror 
  arose from the fusion of intense heat and 
  extremely high radiation levels caused by 
  an exploding meteor as it crashed upon 
  the surface of the earth. Fortunately, only 
  one Tarn Zeb exists at this time, but 
  wind-scattered seeds make it quite likely 
  that more will appear in the near future.  
       A 20 meter tall giant Mutated tree, this 
  "thing"is highly visible because of its 
  bright purple hide-like trunk (Texture 
  Change) which gives the Tarn Zeb its 
  armor class of 6. The strange mutation of 
  "Physical Reflection" that this mutated 
  tree possesses causes it to reflect all 
  radioactive energies out in random 
  directions up to a distance of 10 meters. 
  Long twisted branches filled with dwarf-
  sized leaves cover the entire upper 
  region of the tree. Randomly distributed 
  patches of yellow fruit populate the 
  mutant tree's leafy branched areas.  
       Growing all along the purple tree trunk 
  are a dozen "Squeeze Vines" of lengths 
  varying from 5 to 25 meters.The mobility 
  of the Tarn Zeb is due to its four strong 
  feet-like root projections each 2 meters 
  long. Found at the under the base of the 
  mutant, between its four "feet," is a 
  hollow 
  mouthy 
  opening 
  where 
  the 
  squeeze vines insert dead human-sized 
  or smaller creatures that are to be eaten 
  and digested.Strong "Aromatic Powers," 
  effective up to 10 kilometers, lure 
  creatures of all kinds toward the Tarn 
  Zeb in the hopes that these victims will 
  come close enough to become ensnared 
  in the Squeeze Vines. Three of the 
  Squeeze Vines per round can each do 2-
  12 (2d6) points of damage. Unless freed, 
  a snared victim will suffer 2 dice of 
  damage each round until it dies;at which 
  time the dead creature is fed into the 
  mutant tree's mouth opening. Another 
  attack form the Tarn Zeb possesses is its 
  exploding yellow fruit. The three shortest 
  Squeeze Vines each take turns plucking 
  these fruit off the branches and hurling 
  them 
  at 
  opponents.Only 
  one 
  such 
  "missile" can be tossed per melee round 
  and is always thrown at a penalty of -2 
  "to hit." A distance of 30 meters can be 
  reached by anyone single toss.Once 
  picked,the fruit explodes in 10 seconds 
  and causes 3-18 (3d6)points of damage 
  to all creatures caught in its one meter 
  radius area of effect.  
       The Tarn Zeb is a vicious opponent, 
  but it knows that it is a solitary being and 
  will retreat if it feels overly threatened 
  after engaging its opponent or opponents 
  in battle. 
   
  TRECHLILY 
   
  NUMBER: 3d20 
  FREQUENCY: Rare 
  MORALE: N/A 
  HIT DICE: 4d6 (12) 
  ARMOR: 9 
  SIZE: 30 to 100 centimeters tall 
   
  SPEED: Immobile 
   
  MS: 1   
  IN: 1 
  DX: 1  
   
  CH: 1d4+10 
  CN: 2d4  
  PS: 1d4+1 
   
  BASE STOCK: Swamplily  
  HABITAT: Freshwater marshes, cypress 
  swamps, ditch & lake edges 
  DIET: Minerals from soil (Carnivore) 
  ATTACKS: See Description 
  MUTATIONS: Berries - blue (Heal all 
  damage); Dissolving Juices; Thorns/ 
  Spikes (Thorns Int 18 poison) 
   
  DESCRIPTION: Post-holocaust humans 
  and humanoids call this descendant of 
  the 
  Swamp 
  Lily 
  the 
  Trechlily, 
  a 
  shortened, time-corrupted form of the 
  term "treacherous lily". This is an apt 
  description of the plant, since it produces 
  berries (from August through November) 
  that can heal all damage to a person, but 
  those berries are hidden behind very 
  poisonous thorns.  
  These berries appear in late fall, 
  and if not harvested (which occurs quite 
  often, due to the difficulty in harvesting 
  the berries), fall off the plant sometime by 
  mid November to produce the new batch 
  of 
  trechlilies 
  the 
  following 
  spring. 
  Individuals attempting to harvest the 
  berries have a chance equal to (2 x DX) 
  % of successfully harvesting 1d8 berries 
  without being stuck by the thorns. If they 
  fail, they take 1d4 points of damage and 
  will be affected by the poison (as per the 
  rules). 
       The trechlily does not engage in 
  combat per se, but is quite able to defend 
  itself against those who would try to take 
  its berries. Its thorns constant secrete a 
  strong paralytic poison, and although the 
  plant is nonintelligent, it is able to sense 
  when it is being tam-pered with, and will 
  then release its dissolving juices around 
  itself. Any creatures that survive this are 
  typically discouraged from attempting to 
  gather the berries after that. 
   
  WHIRRZLER (Propeller Plants) 
   
  NUMBER: 1d4 
  FREQUENCY: Very Rare 
  MORALE: 5 
  HIT DICE: 10d8 (40) 
  ARMOR: 2 
  SIZE: 1.5 meters across 
   
  AIR SPEED: 6/900/18 
   
  MS: 1d4               CH: 1d4 
  IN: 1d4   
  CN: 1d8 + 10 
  DX: 1dl0 + 2  
  PS: 1d20 + 20 
   
  BASE STOCK:  Sword plant (agave). 
  HABITAT: 
  Deserts, 
  drylands, 
  and 
  radioactive deathlands. 
  DIET: Carrion, often from slain prey. 
  ATTACKS: 1 cut for 6d6 hp damage. 
  MUTATIONS: 
  Mobility/flight 
  (special); 
  Texture 
  Change 
  (variant); 
  Modified 
  leaves; Adaptation; Increased sense 
  (smell); Size increase. 
   
  DESCRIPTION: 
  Whirrzlers 
  are 
  carnivorous desert plants that have 
  developed a unique method of flight. 
  They have no gas bags, instead rotating 
  their flat rosettes of leaves so rapidly that 
  they lift off like helicopters. They use this 
  ability to settle their roots on carrion. 
  Whirrzlers must feed fairly often; from 
  time to time, they attack larger creatures 
  wandering the desert. 
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  16 
   
  XANQAS (Shocking Mildew) 
   
  NUMBER: 1 
  FREQUENCY: Uncommon 
  MORALE: n/a 
  HIT DICE: 3d4 (6) 
  ARMOR: 9 
  SIZE: Variable 
   
  LAND SPEED: 1/100/10 
   
  MS: n/a 
  IN: n/a 
  DX: n/a 
  CH: n/a 
  CN:  n/a 
  PS: n/a 
   
  BASE STOCK:  Mildew 
  HABITAT: Any underground 
  DIET: Omnivore 
  ATTACKS: 1xShock 1d4 (2d4, see 
  below) 
  MUTATIONS: Electric Shock 
   
  DESCRIPTION: Xanqas are a type of 
  mutated mildew which adapt to the color 
  and texture of any surface upon which it 
  grows. 
       Xanqas feed on freshly killed organic 
  substances and will attack any animals or 
  characters that approach within one 
  meter.  Once an animal is within range, 
  the xanqas will release a slight chemical 
  electrical charge causing 1d4 damage.  If 
  anyone touches a xanqas with metal 
  gloves or a metal weapon, the charge 
  damage is doubled.  Armor does not 
  protect against this charge.  However, 
  the charge can be blocked by force 
  fields.  This discharge is automatic if the 
  plant is touched. Water thrown on the 
  xanqas will stun it for 1d8+2 combat 
  rounds. 
       Little is known about this strange 
  mutated mildew as it is most commonly 
  found in long abandoned underground 
  installations.  
   
   
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  17 
  INSECTS 
   
  He stopped in the middle of the road before the thing he'd almost driven into, and he stared at it. He'd thought at 
  first that it was more black lines in the sky. He'd halted because they'd seemed to appear too suddenly. It was a spider's 
  web, strands thick as his arm, strung between two leaning buildings. He switched on his forward flame and began to burn 
  it. When the fires died, he saw the approaching shape, coming down from above. It was a spider, larger than himself, 
  rushing to check the disturbance. He elevated the rocket launchers, took careful aim, and pierced it with one white-hot 
  missile. It still hung there in the trembling web and seemed to be kicking. He turned on the flame again, for a full ten 
  seconds, and when it subsided, there was an open way before him. He rushed through, wide-awake and alert once again, 
  his pains forgotten. He drove as fast as he could, trying to forget the sight. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  - Roger Zelazny, Damnation Alley 
   
   
   
  ANT, Giant 
   
  NUMBER: 5d10 
  FREQUENCY: Uncommon 
  MORALE: 7 
  HIT DICE: 18-25d8 (80) 
  ARMOR: 7 
  SIZE: L-H (3-5 m) 
   
  LAND SPEED: 12/600/12 
   
  MS: 1d4   
  IN: 1d4 
  DX: 3d6 
  CH: 1d4 
  CN:  1d10+2 
  PS: 2d6+2 
   
  BASE STOCK:  Ant 
  HABITAT: Any dry warm land 
  DIET: Carnivore 
  ATTACKS: 1xBite (2d10 or 3d10) or  
  1x Sting (2d4 + poison Int 18) 
  MUTATIONS: Full Carapace;  Height-
  ened Senses- smell and touch; Poison 
  (Int 18/destructive) 
   
  DESCRIPTION: Ants with 18-20 HD do 
  2d10 points of damage with their bite, 
  those with 21-25 do 3d10. If a bite 
  succeeds on an 18+ th ant has grabbed 
  the target. Roll d6: 1-3- arms free, 4- one 
  arm held, 5- two arms held, 6- all arms 
  held. One subsequent rounds, teh ant 
  does bite damage. Only a tough PS 
  check (or the death of the ant) will free 
  the target. If the ant does not grab it will 
  use its sting on the target. 
   
  BELO (Giant Water Bug) 
   
  NUMBER: 1 
  FREQUENCY: Uncommon 
  MORALE: 8 
  HIT DICE: 10d8 (40) 
  ARMOR: 6 
  SIZE: L  
   
  SWIMMING: 12/1800/36 
   
  MS:   1d4 
  IN: 1d4 
  DX:    3d6 
  CH: 1d4 
  CN:  1d12+9 
  PS: 1d10+4 
   
  BASE STOCK:  Water bug 
  HABITAT: Deep freshwater 
  DIET: Carnivore 
  ATTACKS: 2xClaw (2d4), 1xBite (2d12) 
  MUTATIONS: 
  Sonic 
  Blast; 
  Wings; 
  Immunity 
  to 
  Acids/Corrosives; 
  Full 
  Carapace; Intuition 
   
  DESCRIPTION: This giant insect is a 
  mutant giant water bug. Its forelimbs are 
  covered in long sharp spurs and its 
  mouth is a beak. It is a long oval in shape 
  and its wings just cover its body (they are 
  also used to help in breathing under-
  water). 
   
  BLAASUT (Giant Moth) 
   
  NUMBER: 1d10 
  FREQUENCY: Common 
  MORALE: 6 
  HIT DICE: 7d6 (21) 
  ARMOR: 8 
  SIZE: M (2m) 
   
  LAND SPEED: 11/180/3 
  FLYING: 24/900/18  
   
  MS:  3d6 
  IN: 1d4 
  DX:  1d10+2 
  CH: 1d4 
  CN:  1d12+4 
  PS: 1d8+2 
   
  BASE STOCK:  Gypsy Moth 
  HABITAT: Temperate forest 
  DIET: Carnivore    
  ATTACKS: 1x Wing Buffet (2d8)    
  MUTATIONS: 
  Chameleon 
  Powers; 
  Infravision 
   
  DESCRIPTION: This creature resembles 
  the Blaashes and is a distant cousin of 
  the Gamma Moth.  It can have a variety 
  of patterns and colors, all designed to 
  blend in with the surrounding are as the 
  chameleon power.  Fire and heat will 
  draw Blaasut at night.  They never go out 
  during the day, using their infravision at 
  night.  Blaasut present an immediate 
  danger because of their strong wings.  
  Anyone within six meters of the source of 
  heat or flame can be attacked by their 
  buffeting wings.  The gravest threat they 
  actually present is that they attract their 
  natural predator, the Tsorsut. 
      Once the Blaasut have fluttered over 
  an area for more than two turns, there is 
  a 35% chance that a Tsorsut will arrive, 
  and that spells danger for both the 
  Blaasut and any characters in the area. 
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  18 
  BLOODWASP  
   
  NUMBER: 2d20+5 
  FREQUENCY: Rare 
  MORALE: 5 
  HIT DICE: 2d4 (4) 
  ARMOR: 5 
  SIZE: T (10cm) 
   
  LAND SPEED: 0/30/50 
  BURROWING: 0/.5/0  
  FLYING: 6/900/18 
   
  MS:   1d4 
  IN: 1d4 
  DX: 1d10+10 
  CH: 1d4-1 
  CN:  1d4 
  PS: 1d4 
   
  BASE STOCK:  Wasp 
  HABITAT: Underground, Plains, Forests 
  DIET: Carnivore 
  ATTACKS: Sting (1 point of damage + 
  poison) or 1xBite (1d4) 
  MUTATIONS: Warning, Patrolling, and 
  Death Pheremones (see New Mutations) 
   
  DESCRIPTION: 
  Bloodwasps 
  are 
  burrowing wasps about 10cm long.  They 
  exhibit some traits of both solitary and 
  social insects; bloodwasps live singly, in 
  burrows, with 2d20+5 burrows located in 
  a region of 1 hectare. Their behaviour is 
  controlled by pheromones. Bloodwasps 
  wait in their burrows for prey.   
       Bloodwasps sense their prey by smell 
  within a range of 30m (plus or minus 10m 
  for wind direction if any). They can also 
  sense prey by feeling ground vibrations 
  within a range of 5cm per kg of the prey.  
       A bloodwasp attacks with a dashing 
  flight and a sting, delivering 1hp of 
  damage and a paralyzing poison of 
  intensity 14. The poison leaves its prey 
  immobile, but conscious, while the 
  bloodwasp burrows one-half centimeter 
  into its preys flesh and sucks 3ml of 
  blood. This causes 1d4+1 more points of 
  damage. When the first attacker is 
  through feeding it will leave. Then, other 
  bloodwasps will approach and feed until 
  the poison wears off or until all the wasps 
  in range of the first attacker’s Pheromone 
  mutation have fed. Victims of bloodwasps 
  must pass an attribute check for MS each 
  search turn, while the bloodwasps’ 
  poison is in effect. If the victim fails an 
  attribute check,  he will suffer the 
  irrational effects of the Insanity [D] 
  mutation when the poison wears off. The 
  victim does not have the insanity 
  mutation permanently.  
       Bloodwasps 
  emit 
  the 
  patrolling 
  pheromone when they are not feeding or 
  fighting. Bloodwasps emit the warning 
  pheromone when they are feeding, 
  fighting, or attacking.       
   
  BUGGEM (Termite Folk) 
   
  NUMBER: 1d10 (1d100 in nests) 
  FREQUENCY: Uncommon 
  MORALE:  7 
  HIT DICE: 5-7d8 (25) 
  ARMOR: 5 
  SIZE: M (2-3m tall) 
   
  LAND SPEED: 10/800/36 
   
  MS: 3d6 
  IN: 1d10+2 
  DX:  1d12+4 
  CH: 2d6 
  CN:  5d4 
  PS: 1d10+11 
   
  BASE STOCK:  Termite 
  HABITAT: Any Temperate  
  DIET: Herbivore 
  ATTACKS: 
  2xClaws 
  (1d6) 
  and 
  1xBite(1d10), or weapon and bite 
  MUTATIONS: usually none, but occa-
  sionally Gas Generation and Height-ened 
  Abilities (see below) 
   
  DESCRIPTION: It is rumored that the 
  buggems appeared even before the 
  onset of The Shadow Years, having been 
  spawned 
  decades 
  earlier 
  by 
  the 
  radioactive fallout of an atomic bomb 
  test. In appearance, these malevolent 
  creatures have the synthesized features 
  of a man and a gargantuan insect. The 
  creatures 
  are 
  bipedal 
  (standing 
  between150-200 centimeters) and have 
  only two arms. Their bloated abdomen 
  and thorox are connected to a large head 
  complete with long, fern-like antennae 
  and broad mandibles.  
       When attacking, buggems either strike 
  with their two claws and bite for 1-6, 1-6, 
  and 1-10 points respectively or they can 
  use a crude weapon such as an axe, 
  sword, or mace. When using a weapon 
  the creatures can also bite. 
  These termite men live within 
  nests made up of a myriad of burrowed 
  passages and chambers. Due to the lack 
  of light in the buggem nests, the 
  creatures hove developed heightened 
  senses that allow the buggems to see in 
  the dark. Buggem nests ore found in 
  almost 
  all 
  climes 
  and 
  are 
  easily 
  recognizable by the prominent mound of 
  dirt formed over the opening into their 
  chambers. Like any of their smaller 
  relations these termite creatures are 
  primarily fungus eaters, raising their own 
  food supply deep within their dark 
  burrows in strange fungus gardens. 
       Although they prefer to remain in their 
  nests, 
  buggems 
  must 
  occasionally 
  venture outside to get hosts for their 
  parasitic 
  infants. 
  These 
  hosts 
  ore 
  invariably humanoid and always perish 
  during the eventual hatching of the 
  young. In a world of far mare dangerous 
  creatures, the buggem species survives 
  portially due to two unique mutations that 
  occur occasionally among their kind. 
  Appearing in one creature out of twenty, 
  the buggems’ first mutation is that of gas 
  generation. Sev-eral different types of 
  gas are possible with varying probability 
  of appearance. The types and associated 
  probability are: 
   
  d00  
  1-40 
  Opaque gas 
  41-80 
  Caustic gas 
  81- 00 
  Poison gas 
   
       Each mutated buggem is able to 
  generate only one type of gas, and may 
  use this ability only three times per day. 
  All buggems are immune to any of the 
  gases‘ effects. 
        The second mutation is more rare, 
  occurring in only 1% of the species. The 
  abnormality causes the termite man’s 
  size and strength to decrease, but, in 
  return 
  the 
  Creature 
  gains 
  greater 
  dexterity, heightened inielligence, and 
  telepathic ability. These telepaths are 
  able to communicote with any member of 
  their hive regardless of distance or 
  physical obstruction. They direct all 
  importont actions taken in their nests, 
  allowing a degree of intelligence to enter 
  into their lesser brothers’ actions. In 
  addition. these biological freaks use 
  archaic weaponry such as blasters, 
  lasers, 
  and 
  death 
  roy 
  projectors 
  whenever such advanced weapons ore 
  available. 
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  19 
  BU’TAL (Ambush Bug) 
   
  NUMBER: 1 
  FREQUENCY: Rare 
  MORALE: 8 
  HIT DICE: 12d6 (36) 
  ARMOR: 2 
  SIZE: L (3m) 
   
  LAND SPEED: 8/600/12 
  FLYING: 15/1000/18 
   
  MS:   2d4 
  IN: 1d4 
  DX:   3d6 
  CH: 1d4 
  CN:   1d12+9 
  PS: 1d20+20 
   
  BASE STOCK:  Ambush bug 
  HABITAT: Plains, Forests 
  DIET: Carnivore 
  ATTACKS: 1xBite (4d6) + 2xClaws (2d6) 
  MUTATIONS: 
  Chameleon 
  power; 
  Silence Field; Gamma Hands (Heat); 
  Magnetic Control 
   
  DESCRIPTION: 
  These 
  are 
  mutant 
  ambush bugs. They are stout bodied with 
  greatly enlarged forelegs like a manta 
  (green render). The abdomen is much 
  wider than the wings at that point. They 
  are green-brown, and though 3 meters 
  long, they are only .5 meters tall. 
       They hide using chameleon power 
  and a silence field. When prey carrying 
  metal objects comes within 10 metersof 
  the bu'tal, it uses magnetic control to 
  draw the prey closer. It attacks as a 
  manta. If the prey struggles, it uses hot 
  hands to kill the prey quickly. 
       Bu'tal feed on the blood of most 
  anything, but prefers those who wear 
  metal objects (ie PCs and NPCs) 
   
  CHE’TAL (Greater Bloodwing) 
   
  NUMBER: 2d10 
  FREQUENCY: Uncommon 
  MORALE: 7 
  HIT DICE: 8d8 (32) 
  ARMOR: 7 
  SIZE: M (1-1,5m) 
   
  LAND SPEED: 0/30/3 
  FLYING: 24/1800/36 
   
  MS:  1d6+4  
  IN: 1d4 
  DX:  3d6 
  CH: 1d2 
  CN:  1d12+4 
  PS: 1d10+4 
   
  BASE STOCK:  Deer Fly 
  HABITAT: 
  temperate 
  forests 
  and 
  swamps 
  DIET: Carnivore 
  ATTACKS: 1x Bite (2d6) 
  MUTATIONS: 
  Sonic 
  Blast, 
  Sonar, 
  Gamma 
  Eyes; 
  Confusion; 
  Magnetic 
  Control 
   
  DESCRIPTION: Giant deerflies, che'tal 
  have yellow eyes, black spotted wings, 
  and a dark brown body with light brwon 
  stripes. They have a nasty bite. 
       After finding prey with sonar, che'tal 
  attack with confusion or a roar. After that, 
  they use mutations or a bite randomly. 
   
  CID’TAL (Nymph) 
   
  NUMBER: 1 
  FREQUENCY: Uncommon 
  MORALE: 7 
  HIT DICE: 12d6 (36) 
  ARMOR: 4 
  SIZE: L (3m long) 
   
  LAND SPEED: 12/600/18 
  FLYING: 6/900/32  
   
  MS:  1d10+4 
  IN: 1d4 
  DX:   3d6 
  CH: 1d2 
  CN:  1d12+4 
  PS: 1d20+10 
   
  BASE STOCK:  Cicada 
  HABITAT: temperate hills/forest 
  DIET: Omnivore 
  ATTACKS: Sucks sap (1d8/rnd) 
  MUTATIONS: Full Carapace; Sonic Blast 
  (see below) 
   
  DESCRIPTION: This mutant cicada is 
  the terror of green folk everywhere. Other 
  than its size, it looks exactly like their 
  small ancestors. 
       When a cid'tal sees prey, it flys to the 
  attack. It uses it beak to punch a whole 
  into the plant to get at the vascular 
  tissue. If the prey resists, the cid'tal uses 
  its beak and whine to kill the prey. The 
  whine has a range of 35 meters and 
  does 7d6 points of damage. It can be 
  used 1/5 rounds. Remember to check 
  equipment damage! 
       It is unknown where the nymphs lair. 
  The adults live for 3-4 weeks during the 
  summer. Also the cid'tal appears only 
  once per 17 years (and in great 
  numbers). 
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  20 
  EURYL (Mayday Bug) 
   
  NUMBER: 1d4+1 
  FREQUENCY: Uncommon 
  MORALE: 8 
  HIT DICE: 5d8 (20) 
  ARMOR:  8 
  SIZE: L (2-3m long) 
   
  SWIMMING: 12/900/18 
   
  MS:   2d4 
  IN: 1d4 
  DX:   2d8+4 
  CH: 1d2 
  CN:  3d6 
  PS: 2d10+2 
   
  BASE STOCK:  Mayfly 
  HABITAT: cold streams/rivers 
  DIET: Omnivore 
  ATTACKS: 2xTusk (2d6) 
  MUTATIONS: Anti-Lifeleech; Chameleon 
  Powers; Detect Life 
   
  DESCRIPTION: The euryl looks like 
  most aquatic insect larvae: long, thin with 
  the legs cramed up near the head. The 
  long antennae, large tusks, and frilly gills 
  on its abdomen identify it as a euryl 
  (mutant mayfly). Unlike its ancestors, the 
  euryl will remain in its larval state (but still 
  will be able to reproduce). They are 
  found in gravelly areas looking for food. 
       Euryl are noncombative, and will not 
  attack things larger than itself unless 
  provoked. It uses detect life to sense 
  prey and preditors. If attacked it will try to 
  flee. 
       Euryl are hunted for food by MA and 
  MH. In some areas they are an important 
  farmed animal. 
   
  FLOTH-HA (Shutter) 
   
  NUMBER: 1d2 
  FREQUENCY: Very Rare 
  MORALE: 4 
  HIT DICE: 24d8 (48) 
  ARMOR: 2 
  SIZE: L (3m) 
   
  LAND SPEED: 6/300/15 
  FLYING: 24/2000/60 
   
  MS:  2d6+6 
  IN: 1d4 
  DX:  3d6 
  CH: 1d2 
  CN:  2d8+4 
  PS: 2d10+20 
   
  BASE STOCK:  Moth 
  HABITAT: Temperate hills/ forests 
  DIET: Herbivore 
  ATTACKS: 1 or 2 Claws (1d4+7) + Cling 
  (5d8)  
  MUTATIONS: Sonar; Chameleon Power; 
  Immunity (mental attacks) 
    
  DESCRIPTION: Floth-Ha are mutated 
  "common 
  house" moths. They 
  are 
  virtually identical to their predecessors 
  except for their extra front two limbs from 
  which they can manipulate objects and 
  also for their great size. (wingspan is an 
  impressive 3m) Their bodies are covered 
  in a fine fur, and for those who have seen 
  a Shutter in flight, the underside is a 
  palette of light browns. Due to the 
  chameleon powers their back and wings 
  posses, the natural coloring of these 
  surfaces are unknown. Floth-Ha do have 
  antenna but rely primarily on sonar to 
  guide them. 
       These creatures are herbivores and 
  usually feed upon the bark of trees 
  however the delicacy of cotton, wool, or 
  even leather are too good to pass up. 
  There have been numerous reports of 
  unwary travelers who've been attacked 
  only to have their clothes eaten from their 
  bodies. The creatures methods are 
  predictable, they will swoop from above 
  and grab on with all 6 legs digging into 
  the 
  victim.(clinging) 
  It's 
  other 
  2 
  manipulative arms undo buckles, snaps, 
  zippers etc. Survivors tell that once you 
  get past the initial cling, the act of 
  devouring 
  the 
  clothing 
  is 
  relatively 
  painless. When the Floth-Ha is upon it's 
  victim, it drapes it's wings over to 
  completely engulf the victim. It's back 
  and wings are it's primary defense, they 
  are completely impervious to all forms of 
  physical attacks, lasers and radiation 
  type weapons, And since they have 
  chameleon capabilities, it's extremely 
  possible to not even see the actual attack 
  on the ground. 
  Shutters are solitary animals 
  and will only be in numbers of 2 during 
  mating. They are attracted to heat and 
  bright lights. The name "Shutters" comes 
  from the unconscious twitching they 
  display while they sleep clinging to a tree. 
  This motion temporally negates their 
  chameleon bonus's and makes them 
  more easily visible. Of course when they 
  cling in this manner they only expose 
  their wings and back , protecting their 
  soft underbellies.(AC of only 5) When 
  they cling in this manner, they cannot be 
  forcefully 
  removed, 
  unless 
  a 
  well 
  orchestrated combined PS of 40 is 
  applied. Even in death, the creatures 
  remain affixed. For obvious reasons, the 
  Shutters' wings are very valuable in 
  Gamma 
  Terra, 
  and 
  will fetch the 
  handsome price of 8,500 domars for just 
  1 of a set of wings.  
   
  GER’TAL (Water Walker) 
   
  NUMBER: 2d4 
  FREQUENCY: Uncommon 
  MORALE: 7 
  HIT DICE: 15d8 (60) 
  ARMOR: 5 
  SIZE: S (.5-1m) 
   
  SWIMMING: 12/600/18 
   
  MS:  1d6+2 
  IN:  1d4 
  DX:  2d6+6 
  CH: 1d2 
  CN:  3d4+2 
  PS: 2d8+4 
   
  BASE STOCK:  Water Strider 
  HABITAT: Lakes and Ocean 
  DIET: Omnivore/Carrion 
  ATTACKS: 1xBite (1d10) 
  MUTATIONS: 
  Energy 
  Absorption; 
  Gamma Eyes; Stunning Force 
   
  DESCRIPTION: Ger'tal are mutant water 
  striders. They have a slender, dark body, 
  and the ability to "walk" on water. This is 
  accomplished by large water resistant 
  hairs on each foot. To move It extends 
  one claw into the water (otherwise it 
  would just sit there unable to move). 
  They are important carrion eaters. 
       They lay flat on the water until 
  possible prey or carrion is sighted. If the 
  prey is live, the ger'tal moves within 
  range of its stunning force and uses it. 
  Anyone not stunned is bitten or irradiated 
  to death. 
       Ger'tal are found in clumps- that is in 
  groups that have no intraction between 
  members. They feed on anything living or 
  dead on or near the water. 
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  21 
  JO’TAL (Lesser Bloodwing) 
   
  NUMBER: 4d10 
  FREQUENCY: Uncommon 
  MORALE: 8 
  HIT DICE: 5d8 (20) 
  ARMOR: 7 
  SIZE: S (.5m long) 
   
  LAND SPEED: 0/600/12 
  FLYING: 14/900/18 
   
  MS:  3d4+6 
  IN: 1d4 
  DX:  2d4+6 
  CH: 1d2 
  CN:  1d10+4 
  PS: 1d10+4 
   
  BASE STOCK:  Black Fly 
  HABITAT: near shallow water 
  DIET: Hemovore (blood) 
  ATTACKS: 1x Bite (1d6) 
  MUTATIONS: Silence Field; Poison (bite 
  INT 
  6 
  paralytic); 
  Gas 
  Generation 
  (blinding); Fear Generation; Detect Life; 
  Mental Drain 
   
  DESCRIPTION: Giant blackflies, jo'tal 
  have mutated to consume blood and 
  intelligence. Other than size, they appear 
  no different. 
       When prey is detected, the swarm 
  attacks within a silence field. They use 
  gas and bites to immobalize the prey for 
  feeding. If the swarms moral fails it 
  generates fear and flees. 
   
  HELLFLY 
   
  NUMBER: 2 
  FREQUENCY: Very Rare 
  MORALE: 10 
  HIT DICE: 12d6 (36) 
  ARMOR: 6 
  SIZE: M (2m) 
   
  LAND SPEED: 6/500/15 
  FLYING: 22/2000/55 
   
  MS:   1d4+4 
  IN: 1d4 
  DX:   3d6+2 
  CH: 1 
  CN:   1d10+11 
  PS: 1d10+11 
   
  BASE STOCK:  Hellworm (see next 
  entry) 
  HABITAT: Volcanic areas 
  DIET: None 
  ATTACKS: 1x bite (1d10) 2x claws 
  (1d12) 
  MUTATIONS: Heightened Sense (smell); 
  Poison (Int 20/paralytic); Gas generation 
  (Int 22/paralytic); Immune to Fire/Heat; 
  Mental Paralysis; Confusion 
   
  DESCRIPTION: Adult hellworms, hellflies 
  are giant butterflies with red and yellow 
  markings. 
       The pair hunts for food for the next 
  generation. They swoop down (and are 
  easy to see) on and attempt to paralyse 
  potental 
  food. 
  When 
  the 
  prey 
  is 
  paralysed, the female inject it with 100-
  1000 eggs. The eggs release a paralytic 
  compound to keep the food from moving 
  until they hatch. If the eggs are elim-
  inated (inventive GMs will thing of how), 
  the affected PC/animal/NPC can be 
  restored to normal. Hellflies live only for 2 
  weeks and do not feed. 
   
  HELLWORM 
   
  NUMBER: 3d6 
  FREQUENCY: Very Rare 
  MORALE: 10 
  HIT DICE: 17d6 (51) 
  ARMOR: 8 
  SIZE: L(4m) 
   
  LAND SPEED: 6/500/15 
   
  MS:   1d4+2 
  IN: 1d4 
  DX:   2d4+4 
  CH: 1 
  CN:  2d10+11 
  PS: 1d20+11 
   
  BASE STOCK:  Caterpillar 
  HABITAT: Volcanic areas 
  DIET: Omnivore 
  ATTACKS: 1x horns (2d6+4) 1x bite 
  (2d12) 
  MUTATIONS: 
  Diminished 
  sense 
  [D](sight), Heat Dependent [D](treat like 
  photodependent: 
  95°C 
  light), 
  Spines(back), 
  Horns, 
  Immune 
  to 
  Fire/Heat, Pyrokinesis - Breath Weapon: 
  cone (3m wide X10m long) of fire, 
  damage 4d10, useable once per 4 
  rounds, Susceptibility – cold [D]  
   
  DESCRIPTION: A hellworm is a giant 
  caterpillar with orange and yellow stripes 
  and spots. It has 4 horns and a ridge of 
  spines along its back. 
       A 'worm is aggressive and will attack 
  any living thing it detects. If the prey is 
  distant, the hellworm will use pyrokinesis. 
  If the prey is up to 10 meters away, the 
  'worm will rear up and spit fire upon it. If 
  the flames do not kill the prey, the 
  hellworm will attack with its horns and 
  bite until the prey is dead or it can spit 
  again. 
       They have no real society, they just 
  congragate. They feed on heat resistant 
  lichens and fungus, some minerals, other 
  heat loving animals (e.g. relanops), and 
  adventurers. 
       Hellworms are found in volcanos, 
  mostly in and around the natural cavern 
  systems found deep inside and feed on 
  blights, yexils, yfiefs, parns, and mantas. 
  They ignore and are ignored by obbs; 
  they are preyed upon by the Kraak (see 
  Overlord of Bonparr). 
   
  JUGGERNAUT (Big Daddy) 
   
  NUMBER: 1 
  FREQUENCY: Rare 
  MORALE: 8 
  HIT DICE: 35d8 (legs have 12d6 
  each)(Body  140)(Legs 36) 
  ARMOR: Legs 5 Body 4 
  SIZE: Gigantic (see below) 
   
  LAND SPEED: 22/1700/40 
   
  MS:   2d6+4 
  IN: 1d4 
  DX:   1d10+11 
  CH: 1 
  CN:  3d8+4 
  PS: 2d10+20 
   
  BASE STOCK:  Harvester spider 
  HABITAT: Light forests and Plains 
  DIET: Carnivore / Insectivore 
  ATTACKS: 2x feeler whips (2d6+2) 2x 
  fore leg stabs (2d10)2x fangs (2d10) 
  MUTATIONS: Poison (Int 15/destruc-
  tive); Chameleon Power; Re-generation 
  (legs only- one leg restored per week) 
   
  DESCRIPTION: This is a giant daddy-
  long-legs (or harvester spider). Its legs 
  go up to 10 meters in the air, so the body 
  is held 8 meters aloft. It is brown with 
  black fangs. (there are several types of 
  daddy-long-legs- this one has a spider-
  like body, not oval shaped). 
       Juggernauts hunt by sight, using all 8 
  eyes. 
  When 
  prey 
  is 
  sighted, 
  the 
  juggernaut runs to the attack. It will 
  retreat only when it fails morale or losses 
  3+ legs. 
       They are a very important organism, 
  as they keep mutant insect populations 
  down, where they live. When intelligent 
  beings see them, they tend to run away- 
  which is good for both parties. 
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  22 
  KA’TAL (Flying Death) 
   
  NUMBER: 1d10 
  FREQUENCY: Rare 
  MORALE: 7 
  HIT DICE: 24d6 (72) 
  ARMOR: 4 
  SIZE: L (2-3m long) 
   
  LAND SPEED: 10/150/2 
  FLYING: 24/900/18 
   
  MS:   3d6+1 
  IN : 1d4 
  DX:   1d10+2 
  CH: 1d4 
  CN:   1d12+4 
  PS: 2d10+10 
   
  BASE STOCK:  Dragonfly 
  HABITAT: near large rivers and lakes 
  DIET: Carnivore/Insectivore 
  ATTACKS: 1x Bite (5d6) 
  MUTATIONS: 
  Nocturnal 
  [D]; 
  Full 
  Carapace; Immunity to Light Attacks; 
  Hands (eyes) of Power; Night Vision; 
  Atmokinesis; Kinetic Force Field (1/2 
  damage 
  from 
  melee 
  and 
  missle 
  weapons) useable 3X per day for 1 hour 
   
  DESCRIPTION: 
  Ka'tal 
  are 
  mutant 
  darners (the largest of the dragonflies), 
  where arns are skimmers. They are 
  green with a blue abdomen. 
       If attacking flying prey, a ka'tal will 
  come from behind , forming a "net" with 
  their legs to snatch up the prey. If it is to 
  fast, the ka'tal will use atmokinesis to 
  speed up (to 52). Ground targets are 
  attacked with eye rays. If attacked with 
  missles, the 'death will raise a force field 
  and attack the creature who threw the 
  missle. If ground prey is weak, the ka'tal 
  will land and bite it to death. 
       Ka'tal may be found in groups, but 
  they ignore each other (so a group may 
  last only a day, a week or more). 
   
  LANDWORM (Mutha) 
   
  NUMBER: 1 
  FREQUENCY: Very Rare 
  MORALE: 10 
  HIT DICE: 100d8 (400) 
  ARMOR: see beow 
  SIZE: G (60m) 
   
  LAND SPEED: 6/900/18 
   
  MS:   3d6+4 
  IN:   1d4 
  DX:   2d4+4 
  CH: 1 
  CN:   4d20 
  PS: 2d20+20 
   
  BASE STOCK:  Earthworm 
  HABITAT: Deep in the soil and bedrock 
  DIET: Omnivore 
  ATTACKS: 1x bite (8d10) 1x stinger 
  (3d6+poison) or crush (10d10) 
  MUTATIONS: Anti-Lifeleech; Heightened 
  Sense (touch); Immune to Physical 
  Attacks/Fire/Cold/Poison; Poison (stinger 
  Int 8/paralytic), Phobia [D] (water) 
   
  DESCRIPTION: These immense worms 
  have a brown or tan thick leathery skin. 
  When one moves there is a 45% chance 
  that the soil above them moves. 
       When 
  a 
  starving 
  worm 
  senses 
  movement of a large object above it, it 
  will burst out of the ground to discover if 
  the object is eatable. If it is the worm will 
  bite or use its mass to crush the prey. 
  There is a 15% chance it will leave the 
  soil totally and use its stinger. Note that 
  they are mentally weak and can be 
  tricked or controlled easily. 
       The only reason there are not more 
  worms is that cannibalism is common 
  and food (soil organic matter) is rare 
  down deep. They fear water because 
  they can not swim and will drown quickly 
  if submerged. 
   
  LOCUS (Giant locust) 
   
  NUMBER: (1d4+1)x10 
  FREQUENCY: Uncommon 
  MORALE: 7 
  HIT DICE: 3d6 (9) 
  ARMOR: 7 
  SIZE: S (,5m) 
   
  LAND SPEED: 12/600/12 
  FLYING: 12/1800/36 
   
  MS: 2d4+2 
  IN: 1d4+1 
  DX: 2d4+1 
  CH: 2d4 
  CN:  2d6+1 
  PS: 2d4+1 
   
  BASE STOCK:  Locust 
  HABITAT: Forest, Plains 
  DIET: Omnivore 
  ATTACKS: 1xBite (1d6/3) or Spines (see 
  below) 
  MUTATIONS: Heightened Intelligence; 
  Regeneration;  Quills/Spines 
   
  DESCRIPTION: These domestic cat 
  sized giant flying locusts travel in swarms 
  of 20-50 prefering to eat crops and plants 
  ,however, in extreme circumstances they 
  have been known to attack humans and 
  mutants alike strip-ping the poor victims 
  to the bone of flesh. They  do two 
  attacks, a bite for 1-2 (1d6/3) points of 
  damage, and can throw 2-5 dagger sized 
  spines 1x per week  up to a distance of 6 
  meters.  The normally use the spines 
  attacking 
  en'masse 
  to 
  cut 
  down 
  vegetation and mutated plants. Once a 
  year, in the springtime the Locus will 
  swarm to form new hives. During this 
  Hiveswarm time they will be encountered 
  in numbers of 80-400 and they will attack 
  anything in their path (To use as food, for 
  the new hive). 
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  23 
  LORIDA ORP (Scorpion Folk) 
   
  NUMBER: 1d20+5 (1d20+15) 
  FREQUENCY: Rare 
  MORALE: 6 
  HIT DICE: 12d8 (48) 
  ARMOR: 2 
  SIZE: L (2.5m at the shoulder) 
   
  LAND SPEED: 3/900/18 
   
  MS: 1d10+10 
  IN : 1d6+12 
  DX:  1d10+7 
  CH: 1d10 
  CN:  1d10+6 
  PS: 1d12+11 
   
  BASE STOCK: Florida Bark Scorpion 
  HABITAT: Forest, Jungle, Ruins 
  DIET: Carnivore- large animals 
  ATTACKS: 4xClaws (1d10) 
  2xStingers (1d6 + Int 11-18 poison) 
  Weapon (by weapon type) 
  MUTATIONS: Taller; New Body Parts; 
  Modified Body Parts; Total Carapace; 
  Heightened 
  Intelligence; 
  Heightened 
  Sense (sight) 
   
  DESCRIPTION: The Lorida Orp has 
  the brownish color of its ancestor. It has 
  two sets of claws that it uses very well. 
  The first pair of legs have mutated to 
  large arms and the econd pair of legs 
  have also mutated to arms, though 
  smaller than the first. The lorida orp has 
  two tails, one has enom causing para-
  ysis for 1d20 rounds and the venom of 
  the other tail causes death. 
       The lorida orps are very fond of guns, 
  knives, swords, and axes of all Tech 
  levels. They will go to great lengths to 
  obtain ancient weapons. The lorida orp, if 
  able, will attack a foe from afar with any 
  firearm it may have; and then it will 
  engage its prey in hand to hand combat 
  using any weapon it may on hand and it 
  will also use its natural weaponry. 
       As 
  a 
  whole, 
  lorida 
  orps 
  are 
  xenophobic as several races consider 
  their young to be a delicacy. However, 
  there are two races that the lorida orps 
  get along with; the spider lill and the drax 
  (see next issue). Also, there is the rare 
  lorida orp that seeks to venture from its 
  familiar surroundings and lead the life of 
  an adventurer. 
       Lorida orp encounters are usually with 
  a male patrol, any one unfortunate 
  enough to find a base camp will have to 
  deal with very irate and protective 
  females and even the young will fight. If 
  any children are killed the lorida orp tribe 
  will track the wrong doers back to their 
  village and kill any adult they find as well 
  as burn everything. 
   
  LURKER 
   
  NUMBER: 1d4-2 (10d4+2) 
  FREQUENCY: Uncommon 
  MORALE: 6 
  HIT DICE:  10d8 (40) 
  ARMOR: 3 
  SIZE: L (2m at the shoulder) 
   
  LAND SPEED: 3/900/18 
   
  MS:  1d10+10  
  IN: 1d6 
  DX:   1d10+8 
  CH: 1d4 
  CN:   1d10+6 
  PS: 1d10+11 
   
  BASE STOCK:  Green Lynx Spider 
  HABITAT: Any forest or jungle 
  DIET: Carnivore- Large animals 
  ATTACKS: 1 Bite (3d6 damage + 
  poison-intensity level 11-16) 
  2 Claws (1d10 damage each) 
  2 Darts (1d8 damage each + poison-
  intensity level 11-16) 
  MUTATIONS: Taller; New Body Parts; 
  Modified Body Parts; Total Carapace 
   
  DESCRIPTION: 
  The 
  lurker 
  barely 
  resembles its ancestors. The body is 
  heavily plated and the first pair of legs 
  end in long, barbed hooks. All of the legs 
  are covered in green fur, matching the 
  coloration of the body. Also the cepha-
  lothorax has two long growths on it that 
  fire darts. When the darts are fired, 
  spinnerets on the edge of the "harpoon" 
  guns attach webbing to them enabling 
  the lurker to reel in prey. Each harpoon 
  gun can fire 8 darts a day. 
       The poison of the darts is of a 
  paralytic origin with a "D" resulting in 
  paralyzation for 1d8+12 rounds, while 
  that of the fangs is a neurotoxin with a 
  "D" resulting in death. 
       A lurker will usually cover the ground 
  of a large area and cover the web with 
  debris. When a victim gets entang-led in 
  the web, the lurker will start firing its darts 
  at the prey. If the victim falls to 
  paralyzation, the lurker will emerge from 
  his ambush spot and web up the victim 
  and drag him off to be consumed at a 
  later date. If the victim is still standing 
  after all darts are fired, the lurker will 
  emerge and attack with fangs and hooks. 
  If the lurker is losing badly in a battle, it 
  will attempt to run off. 
       If 
  more 
  than 
  one 
  lurker 
  is 
  encountered, it will be either a mating 
  pair or a female and her young. These 
  young lurkers have only half the hit dice 
  of their parents and their poison intensity 
  level is 8-12. 
  LYTID (Giant Beetle) 
   
  NUMBER: 1d4+1 
  FREQUENCY: Uncommon 
  MORALE: 7 
  HIT DICE: 8d8 (32) 
  ARMOR: 4 
  SIZE: M (2m) 
   
  LAND SPEED: 9/1000/16 
  FLYING: 15/400/12 
   
  MS:   2d4+4 
  IN: 1d4 
  DX:   1d10+11 
  CH: 1 
  CN:   3d6+2 
  PS: 1d10+11 
   
  BASE STOCK:  Beetle 
  HABITAT: Temperate forests 
  DIET: Herbivore 
  ATTACKS: 1xbite (3d6) 
  MUTATIONS: None 
   
  DESCRIPTION: These giant beetles are 
  feared all over Gamma Terra for their 
  extreme destuctiveness to forests. They 
  are cylindrical and are black or brown. 
  Their mandibles are large but are meant 
  to cut through wood, so its bite does 4d8 
  to trees and shrubs.   
       Adult lytids feed on leaves and 
  branches of trees and shrubs (intelligent 
  or not) and have preferences depending 
  on the subspecies.   
       They breed in the fall; laying each egg 
  in the base of a tree. The young slowly 
  kill the tree, finally breaking out in April. 
  Whole groves are destroyed this way. 
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  24 
  PLAGUE BEETLE (Nurglez) 
   
  NUMBER: 2d10 
  FREQUENCY: Rare 
  MORALE: 4 
  HIT DICE: 6d6 (18) 
  ARMOR: 6 
  SIZE: M (1m) 
   
  LAND SPEED: 6/900/72 
  FLYING: 18/1200/24 
   
  MS:   2d4+2 
  IN : 1d4+2 
  DX:   1d10+5 
  CH: 1 
  CN:  2d6+6 
  PS: 1d10+8 
   
  BASE STOCK:  Scarab Beetle 
  HABITAT: Any except deathlands 
  DIET: Carnivore 
  ATTACKS: 1xBite (1d10) + disease 
  MUTATIONS: 
  Chameleon 
  powers; 
  Poison- disease-carrying bacteria (see 
  below) 
   
  DESCRIPTION: The plague beetle is a 
  giant scarab. It is 1 meter long and has 
  almost perfect chameleon abilities (in 
  fact, it can not turn it off).  It is a scav-
  enger that uses disease to kill its food 
  (like a Komodo dragon).  They are not 
  violent, and will only use the disease 
  when their food supply is in major 
  decline.  
       Plague beetles run from violence, only 
  attacking if defending food. If they 
  encounter weak or massed animals, they 
  emit the bacteria they kill with. It is 
  released via spiracles in a cloud 15 
  meters in diameter. This cloud leaves a 
  residue that lasts 4-5 days. Those in the 
  cloud must make a Con check (at -2). 
  Failure means death in 2-5 days. Each 
  beetle can emit this cloud twice per day. 
  Healers can cure this disease fairly 
  easily- all they need is access to 
  "standard" medicines (GMs decision).  
       Plague beetles live in small egalitarian 
  groups. When they attack a town, each 
  beetle picks a suitable target - inns, 
  taverns, granaries, town halls, and other 
  places 
  where 
  people 
  or 
  food 
  is 
  concentrated. 
  Then 
  each 
  uses the 
  bacteria to wipe out most of the 
  town.  After the survivors flee, the beetles 
  feast. They then go back to scavenging 
  in the wilds, if possible.  
       GMs are urged to use this critter 
  sparingly, as you can depopulate large 
  areas with these! 
   
  POTATO BUG, Giant (Taterbug) 
   
  NUMBER: 50-150 
  FREQUENCY: Common 
  MORALE: 8 
  HIT DICE: 24d8 (96) 
  ARMOR: 3 
  SIZE: L (8-10m) 
   
  LAND SPEED: 12/600/12 
   
  MS:   2d6+4 
  IN: 1d4 
  DX:   2d4+4 
  CH: 1 
  CN:  2d10+10 
  PS: 2d10+20 
   
  BASE STOCK:  Potato bug 
  HABITAT: Temperate plains 
  DIET: Herbivore 
  ATTACKS: 1xTrample (4d10) 
  MUTATIONS: None 
   
  DESCRIPTION: 
  These 
  giant, 
  docile 
  herbivores roam the vast overgrown  
  grasslands of Gamma Terra, and are 
  comparable to the large herds of buffalo 
  that once roamed the plains of America. 
  These 
  animals 
  typically 
  have 
  no 
  mutations other  than their large size.  
       So large and well armored that they 
  have few natural enemies, these animals 
  have been adapted into war-mounts by 
  many  societies. A odd saddle with rails 
  that run parallel to the bottom of the 
  beast , (wrapping under the seg-mented 
  armor plates to prevent it from rolling  
  into a ball) is fitted at the apex of the 
  creatures back. A pair of barbed spikes is 
  inserted under the first segment of 
  armored plate, between the head and the 
  torso of the animal. Reins are attached to 
  these spikes to facilitate guiding the 
  animal, just as with a more traditional 
  steed. A set of stirrups dangle from the 
  saddle and are connected by chains to 
  the trailing edge of the rails. By pulling 
  forward on these stirrups the creature is 
  encouraged to move forward. These 
  creatures are very fast, about half the 
  speed of a centisteed, at full speed. 
       If attacked, a herd will run in a random 
  direction. If one runs over a creature 
  (less than 3m tall and it must make a To-
  Hit roll), it inflicts 4d10 points of damage. 
       Giant potato bugs (or sow bugs or pill 
  bugs) are very important to the plains 
  ecosystem. 
  They 
  are 
  hunted 
  by 
  specialized carnivores (like the Ti'tal and 
  the obb) that can break through the bugs' 
  armor. 
   
  QUANAKUS (Moving Barricade) 
   
  NUMBER: 1d4 
  FREQUENCY: Rare 
  MORALE: 4 
  HIT DICE: 20d6 (60) 
  ARMOR: 6 (open) 4 (closed) 
  SIZE: L (5m long) 
   
  LAND SPEED: 24/1800/36 
   
  MS: 2d4 
  IN: 1d4 
  DX:  2d4 
  CH: 1d3 
  CN:  3d8 
  PS: 4d10 
   
  BASE STOCK:    
  HABITAT: Any 
  DIET: Omnivore 
  ATTACKS: 1xMandibles (1d10)  
  MUTATIONS: New Body Parts - Sensory 
  Antenna (see below), Physical Reflection 
  – radiation; Absorption - light 
   
  DESCRIPTION: This brilliantly striped 
  insect is 5m long, 2m wide, and 1.75 
  meters thick. It’s bright yellow, two-meter 
  long antennae are the only sensory 
  organs it has. It cannot be affected by 
  gas, poison, sonics, etc. The quanakus 
  can withdraw its legs and antennae into 
  its shell and lower sections of its 
  carapace 
  into 
  place, 
  covering 
  its 
  extremities. When this is done, the insect 
  lowers its AC to 4. The quanakus can be 
  trained to go into it’s “barricade” mode on 
  command. The rider can then use it as 
  hard cover, affecting his armor class as a 
  shield (-1 AC). This long beast can carry 
  up to four passengers and quite a lot of 
  cargo  at one time. It can travel over most 
  terrain, including up formidable cliffs, and 
  is too dumb to bolt. It can be found in 
  most terrains and is quite dangerous in 
  the wild.   
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  25 
  RHYA (Bigwig) 
   
  NUMBER: 1 
  FREQUENCY: Uncommon 
  MORALE: 10  
  HIT DICE: 25d6 (75) 
  ARMOR: 4 
  SIZE: L (8m) 
   
  LAND SPEED: 3/300/4 
  FLYING: 20/1500/18 
   
  MS:   1d4 
  IN : 1d8 
  DX:  2d6+6 
  CH: 1d4 
  CN:  1d12+9 
  PS: 1d20+10 
   
  BASE STOCK:  Beetle 
  HABITAT: 
  Shallow 
  marshes 
  (not 
  swamps) 
  DIET: Carnivore 
  ATTACKS: 1x Bite (4d10+poison) 
  MUTATIONS: New Body Parts - gills and 
  breathing tubes;  Poison (Int 20/para-
  lytic); Wings 
   
  DESCRIPTION: This huge mutant beetle 
  is enlongate (think of an earwig) and has 
  enlarged mandibles and breathing tubes 
  (which are on its abdomen). 
       A rhya hunts in a large depresion of 
  its own making. It does this in an area 
  that has clumps of grass instead of fields. 
  It waits until a prey creature moves in 
  front of its head. It snaps up and strikes 
  forward, attempting to crush the prey with 
  its mandibles. The poison is produced in 
  a gland right behind the eyes and is 
  excreted on to the mandibles. A rhya 
  tries not to move much and thus will rarly 
  hunt down escaped prey. If a predator 
  shows up, a rhya will withdraw its 
  breathing tubes and rely on its gills.  
   
  RUST’EE (Hulk Mollusk) 
   
  NUMBER: 1d3 
  FREQUENCY: Rare 
  MORALE: 9 
  HIT DICE: 12~40d6 (36~120) 
  ARMOR: 1-4 Outside; 8 Body  
  SIZE: G (4 sq.m) 
   
  LAND SPEED: 2/150/3 
   
  MS: 1d6+2   
  IN: 1d4 
  DX:  2d10 
  CH: n/a 
  CN:  2d10 
  PS: 2d10+5 
   
  BASE STOCK: Snail 
  HABITAT: 
  Underground, 
  Ruins, 
  Deathlands 
  DIET: Carnivore 
  ATTACKS: 3xTentacle (2d10+poison) 
  MUTATIONS: Increased Size; Poison 
  (Int 12 Acidic); Diminshed Sense [D]– no 
  hearing, 
  taste, 
  smell; 
  Regeneration; 
  Immunity - radiation; New Body Parts – 
  tentacles; New Senses - vibrations,heat 
   
  DESCRIPTION: 
  These 
  are 
  mutated 
  garden snails that make their homes in 
  old rusted appliances, vehicles, and 
  robots. They creature itself is a 4 meter 
  formless blob with 3 tentacles sprouting 
  from its sides. They are very vulnerable 
  in this state (AC 10). But  because of 
  their unique habitat, they are almost 
  always well protected, by the sturdy 
  “carapace” of whatever metallic hulk they 
  choose to live in. Young rust’ee can be 
  found in small metallic appliances, oil 
  drums, etc. As they grow larger they will 
  periodically move into something larger. 
  The biggest rust’ee may inhabit an 
  Ancient robot or even a car or a truck!  
       A rust’ee will usually appear no 
  different from any other heap of scrap 
  metal until prey comes near. Then, the 
  creature will shoot out one or more 
  tentacles which both stun (2d10 damage) 
  and poison (Int 12) their victim. Once 
  subdued, the carcass will be hauled into 
  the shell to be devoured.   
   
  Rust’ee aren’t intelligent and 
  don’t appear to be social creatures. But 
  explorers have reported seeing more 
  than one of them where enough metal 
  exists (e.g. old scrapyards, parking lots, 
  and industrial ruins). 
   
  Archivists have been known to 
  keep rust’ee as guard beasts to deter 
  any who would try to steal from their holy 
  lands.  
   
  SCORPITO (Thrum) 
   
  NUMBER: 4d6 
  FREQUENCY: Uncommon 
  MORALE: 9 
  HIT DICE: 3d6 (9) 
  ARMOR: 6 
  SIZE: T (5cm) 
   
  LAND SPEED: 10/300/2 
  FLYING: 16/900/24 
   
  MS:  3d4+4 
  IN:  1d4 
  DX:  2d4 
  CH: 1d2 
  CN:  1d4+2 
  PS: 1d4+1 
   
  BASE STOCK:  Scorpion 
  HABITAT: 
  Non-Arctic 
  Forest, 
  Hills, 
  Desert 
  DIET: Carnivore 
  ATTACKS: 2xClaw (1d2)  or Stinger 
  (1d2+ Poison)  
  MUTATIONS: Wings 
   
  DESCRIPTION: A scorpito is a mutated 
  form of scorpion. The creatures are 
  approximately 5 centimeters long. They 
  are equipped with a pair of pincers, a 
  jointed tail tipped with a stinger, and a 
  pair of membranous wings. The stinger 
  injects intensity 5 debilitative poison on a 
  successful attack. Scorpitoes have two 
  eyes forward and three additional eyes 
  on both sides of their bodies. The quality 
  of their vision, however, is very poor. 
  They can't see clearly, but they are 
  attracted to motion due to their numerous 
  eyes. Male scorpitoes are typically 
  broader and have longer tails than the 
  females. When resting or waiting for 
  prey, they will typically hide in a 
  concealed location in a group of rocks or 
  on the limbs of leafy trees. When flying, a 
  swarm of scorpitoes makes a loud 
  thrumming sound that can be heard from 
  several hundred meters away. The sound 
  is quite recognizable and most creatures 
  know to stay away from it. While a single 
  scorpito is not a particularly dangerous 
  adversary, a swarm can be deadly. The 
  creatures usually attack only in self-
  defense or for food. They have a 
  voracious appetite in order to provide 
  energy for flight, however, so hearing a 
  swarm approaching is a sure sign that 
  they are hunting.  
  A swarm of scorpitoes will 
  usually attack all at once. It is rare for 
  them to retreat once an attack has 
  begun. This is usually an all-out offensive 
  with the goal of killing the prey. The intent 
  is to land on the prey so that its pincer 
  and tail attacks can be used. When 
  flying, a scorpito can only use its pincer 
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  26 
  attacks. A succesful pincer attack will 
  allow the creature to land and use its 
  stinger attack on the next round. The 
  scorpito may use its pincer to hold on to 
  the victim after it has landed. In this case, 
  it can only attack with one pincer and its 
  stinger. A successful attack on the 
  scorpito is needed to dislodge it.  
  In-fighting within a swarm is 
  typical, though the intent is usually to 
  subdue rather than kill. Males generally 
  lead attacks when hunting, though an 
  attack swarm may also include females 
  without young. The swarms typically do 
  not stay in one area for very long. They 
  can essentially be considered nomadic. 
  Potential prey usually becomes scarce 
  after the animals in an area learn to 
  associate the thrumming noise of the 
  swarm with danger. 
   
  SEA SPIDER (Salt Spider) 
   
  NUMBER: 1  
  FREQUENCY: Rare 
  MORALE: 6 
  HIT DICE: 20d6 (60) 
  ARMOR: 4  
  SIZE: L (5m) 
   
  LAND SPEED: 3/400/9  
  WATER SPEED: 6/900/12  
   
  MS: 2d6+4    
  IN :  1d6+6  
  DX: 1d6+12  
  CH: 1d4+4  
  CN: 1d8+6  
  PS: 1d10+8  
   
  BASE STOCK:  Crab 
  HABITAT: Oceans 
  DIET: Carnivorous 
  ATTACKS: 2 pincers (5d10 each)  
  MUTATIONS: Regeneration 
    
  DESCRIPTION: A giant cross between a 
  crab and spider about 5 meters in size. 
  This creature spins sticky webs in areas 
  of sea currents to catch food. It is non-
  venomous. It typically hides in its lair (like 
  a cave or rock outcropping) until its prey 
  exhausts itself in the web. Then it goes 
  and picks the victim to pieces with its 
  claws while the victim is still stuck fast. 
  The sea spider is immune to the 
  stickiness of the web due to body 
  excretions. 
   
  SHIELD WORM 
   
  NUMBER:1-3 
  FREQUENCY: Rare 
  MORALE: 5 
  HIT DICE: 12d8 (48) 
  ARMOR: 2 
  SIZE: L (6-8m) 
   
  WATER SPEED: 6/600/8 
   
  MS: d2  
  IN: d2 
  DX: d4+2 
  CH: d2 
  CN: d6+4 
  PS: d6+6 
   
  BASE STOCK:  Worm 
  HABITAT: Oceans 
  DIET: Carnivore 
  ATTACKS: 1 Bite (1d6 damage) 
  MUTATIONS: None 
   
  DESCRIPTION: This is a very important 
  animal to many underwater races. The 
  worm is covered with plates of chitin that 
  are used to make arms (blades) and 
  armor. A shield worm is 6 to 8 meters 
  long and has 2 plates for every meter.  
  They are usually harvested when they 
  are .5 meters in diameter and grow back 
  in a month. 
   
  SIN’TAL (Assassin Bug) 
   
  NUMBER: 1d8 
  FREQUENCY: Uncommon 
  MORALE: 7 
  HIT DICE: 15d8 (60) 
  ARMOR: 4 
  SIZE: L (3.5m) 
   
  LAND SPEED: 18/1000/26 
  FLYING: 24/1800/36 
   
  MS:   1d10+8 
  IN : 1d4+2 
  DX:   1d10+5 
  CH: 1d4 
  CN:   1d10+11 
  PS: 1d20+20 
   
  BASE STOCK:  Assassin Bug 
  HABITAT: 
  Hardwood 
  forests 
  (ie 
  broadleaf) 
  DIET: Carnivorous 
  ATTACKS: 1x bite (2d10) 1x claws (2d4) 
  MUTATIONS: 
  Ultravision; 
  Photo-
  generation; 
  Silence 
  Field; 
  Mental 
  Invisiblity 
   
  DESCRIPTION: These insects are giant 
  assassin bugs. They are shield shaped 
  with a wide thorax, narrowing towards the 
  abdomen, then the abdomen widens 
  (sort of like a lopsided hourglass). They 
  have a hooked beak that fits into a slot 
  on the underside of the insect. They tend 
  to be green and brown. 
  Sin'tal hide up in large trees 
  attempting to make themselves invisible 
  and silent to possible prey. When such 
  prey is sighted below the tree, the sin'tal 
  jumps down, making a charge attack with 
  its claws. It next blinds the prey, and 
  attempts to bite it to death. Due it its 
  unusual anatomy, the sin'tal can attack 
  with its claws OR bite, but not both in the 
  same round. 
       Sin'tal hunt in small packs in order to 
  bring down large prey. They breed in the 
  fall and the egg masses are layed on 
  very large trees in the canopy. 
   
  SLAKE (Giant Sea Slug) 
   
  NUMBER: 1-3 (1-6 when domesticated) 
  FREQUENCY: Very Rare 
  MORALE: 5 
  HIT DICE: 15d10 (75) 
  ARMOR: 8 
  SIZE: H (12-15m) 
   
  WATER SPEED: 2/300/3 
   
  MS: d4+6 
    IN: d2 
  DX: d2  
  CH: d2 
  CN: d8+10 
  PS: d8+14 
   
  BASE STOCK:  Sea Slug 
  HABITAT: Oceans 
  DIET: Scavenger 
  ATTACKS: Bite (2d12 damage) 
  MUTATIONS: None 
   
  DESCRIPTION: These giant slugs have 
  elongated bodies similar to a snake.  
  They move slowly along the bottom, 
  hunting the animals hiding in the sand 
  and rarely in the corals. They are about 
  12-15 meters long and are a dull gray.  
  Some races use them as food livestock. 
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  27 
  SLASHWORM 
   
  NUMBER: 10-20 
  FREQUENCY: Rare 
  MORALE: 8 
  HIT DICE: 5d8 (20) 
  ARMOR: 5 
  SIZE: S (.5-.75m) 
   
  WATER SPEED: 12/900/18 
   
  MS: d4+3 
  IN: d2 
  DX: d6+14 
  CH: d2 
  CN: d6+2 
  PS: d4+6 
   
  BASE STOCK:  Worm 
  HABITAT: Oceans 
  DIET: Carnivore 
  ATTACKS: Slash x3 (1d8 damage) 
  MUTATIONS: None 
   
  DESCRIPTION: 
  These 
  carnivorous 
  worms have 6 long blades, 3 on each 
  side, used to kill prey by making bleeding 
  wounds.  They are .5 to .75 meters long 
  and are light blue in color.  They hunt in 
  packs of 10 to 20 and migrate up and 
  down the Lantik coast following several 
  preferred prey species. 
   
  SLIMER (Blue Snail) 
   
  NUMBER: 2d12 
  FREQUENCY: Rare 
  MORALE: 10 
  HIT DICE: 4d10 (20) 
  ARMOR: 9 (4) 
  SIZE: T (.5m) 
   
  LAND SPEED: 4/200/2 
   
  MS:   1d10+8        IN:  1 
  DX:   1d4+3 
  CH: 1 
  CN:   1d10+11 
  PS: 1d20+10 
   
  BASE STOCK:  Blue snail 
  HABITAT: Moist land 
  DIET: Omnivore/Carrion 
  ATTACKS: 1x bite (2-5) 
  MUTATIONS: Total Carapace; Attraction 
  odor [D]; Regeneration; Poison - acid 
  slime (2d6 points/round ), New Sense - 
  carrion within 400 meters 
   
  DESCRIPTION:  These large snails have 
  blue skin and a ornate purple shell (worth 
  100-400 domars). They produce an acid 
  slime that leaves a dead, burned trail 
  behind it. It smells of grapes.  
       When very hungry, slimers will attack 
  live prey. When doing so the use a bite 
  and attempt to slime it. This attack is at -
  2 and no bite is possible in that round. 
  The slime burns until washed off with 
  water or alcohol. 
       Slimers are dangerous pests in 
  inhabited regions, but do perform an 
  important duty of eating dead plant and 
  animal matter (carrion). They are preyed 
  upon by animals immune to acid. 
   
  SLIMY GRAZER 
   
  NUMBER: 1 to 1d6 
  FREQUENCY: Very Rare 
  MORALE: 6 
  HIT DICE: 10d6  (30) 
  ARMOR: 9 
  SIZE: H (5-10m) 
   
  MS: 2d4            IN:  1  
  DX: d2+3          CH: 1 
  CN: d6+6          PS: d6+3 
   
  WATER SPEED: 6/600/5   
   
  BASE STOCK:  Sea Slug 
  HABITAT: Oceans 
  DIET: Scavenger 
  ATTACKS: 1 Bite (1d8 damage) 
  MUTATIONS: Gills; Toxin Tolerance; 
  Redundant Vital Organs; Diminished 
  Senses [D] – sight ; Sound Sensitivity 
    
  DESCRIPTION: Slimy grazers are giant 
  sea slugs found in the Great Western 
  Ocean. To see one is considered to be 
  good luck because of their feeding 
  habits. Only the desperate hunt slimy 
  grazers even though they are almost 
  helpless. They can retaliate with a bite, 
  but that’s it. Slimy grazers are found only 
  near their only food source: sea lilies. As 
  there are hundreds of thousands of 
  patches of sea lilies in Putrid Sound, 
  slimy grazers are a semi-common sight. 
  Slimy grazers congregate only because 
  of food, otherwise they are solitary 
  except during the fall mating season. 
  Even then, they do not search each other 
  out, but will mate if they come in contact 
  with each other.   
   
  STAPH 
   
  NUMBER: 2d8 
  FREQUENCY: Uncommon 
  MORALE: 8 
  HIT DICE: 2d8 (8) 
  ARMOR: 5 
  SIZE: T(.3m) 
   
  LAND SPEED: 12/500/9 
  FLYING: 24/1200/8 
   
  MS:  1d4  
  IN: 1d4 
  DX:  3d6 
  CH: 1d4 
  CN:  1d12+3 
  PS: 1d4+5 
   
  BASE STOCK:  Earwig 
  HABITAT: anywhere near fungi 
  DIET: Fungi 
  ATTACKS: 1x bite (2d4) 
  MUTATIONS: Immune to radiation; New 
  Sense - fungi within 80m 
   
  DESCRIPTION: These mutant beetles 
  are the bane to all fungi life forms. The 
  appear to be earwigs with reduced cerci 
  (tail 
  pincers). 
  Their manidibles 
  are 
  specialized to cut fungal tissue, against 
  non-fungi they do 1d2. 
       Staph attack prey in swarms, trying to 
  cut the fungi to pieces.Though staph eat 
  any fungi, they just love obb flesh. Many 
  are never seen as they burrow in old 
  logs, eating the fungi rotting the wood. 
    
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  28 
  THY’TAL (Silver Sucker) 
   
  NUMBER: 1 
  FREQUENCY: Uncommon 
  MORALE: 6 
  HIT DICE: 18d6 (54) 
  ARMOR: 4 
  SIZE: L (4m) 
   
  LAND SPEED: 8/450/12 
   
  MS:   2d8+2 
  IN: 1d4 
  DX:   3d6+4 
  CH: 1 
  CN:  1d10+6 
  PS: 1d10+20 
   
  BASE STOCK:  Silverfish 
  HABITAT: Light Forests near urban ruins 
  and Urban Ruins 
  DIET: silver and meat 
  ATTACKS: 1xbite (2d6+4) 
  MUTATIONS: 
  Material 
  Tranformation 
  (flesh to silver, 45 kg.); Gas Generation- 
  blinding; Life Detection 
   
  DESCRIPTION: This is a giant silverfish. 
  They are a major nusance in and near 
  cities. They are tear dropped shape and 
  are bright silver in color. Their antennae 
  are hair looking. 
       When hungry, a thy'tal looks for an 
  animal to feed on. They attack with a 
  visious bite that converts flesh to silver. 
  After the prey to totally converted to 
  silver, the thy'tal eats the body. One out 
  of every 4 animals is not converted to 
  silver. 
       Thy'tal are sometimes used by evil, 
  greedy people to convert prisoners into 
  silver. Its life cycle is unknown as all are 
  attacked unpon sight. A dead thy'tal 
  yields 200-500kg of silver. 
   
  TI’TAL (Green Lantern) 
   
  NUMBER: 1d4 
  FREQUENCY: Very Rare 
  MORALE: 9 
  HIT DICE: 22d10 (110) 
  ARMOR: 3 
  SIZE: H (6m) 
   
  LAND SPEED: 24/1800/36    
  FLYING: 36/2700/54 
   
  MS:   2d10+6 
  IN:   3d4+4 
  DX:   3d6 
  CH: 2d6 
  CN:   2d12+4 
  PS: 2d10+20 
   
  BASE STOCK: Green Tiger Beetle 
  HABITAT: Old growth forests 
  DIET: Carnivore 
  ATTACKS: 1xbite (4d10) 
  MUTATIONS: Heightened Speed; Gas 
  Generation - burning; Poison – Int 12, 
  Heightened Sight and Smell; Telepor-
  tation; Mental Reflection 
   
  DESCRIPTION:  This is a huge metallic 
  green tiger beetle. It looks like a long 
  thinner version of a lady bug (or ladybird 
  beetle or lady beetle- take your pick). 
  They hunt in the air in open areas and by 
  foot in closed ones. 
       They attack by running prey down. 
  They are quite intelligent and will use the 
  best tactics for hunting. It will teleport if 
  the prey does not sense it as to gain 
  suprise. It spays the prey with gas from 
  its abdomen, ant then uses its rending 
  mandibles. 
       They, unlike most giant insects live 
  more than 2-3 years, they can live to 45. 
  Thus 
  they 
  do 
  from 
  loose 
  linked 
  communities, and will help each other. 
  They are the major preditors in the areas 
  that they are found. 
       They 
  do, 
  on 
  occasion 
  try 
  to 
  communicate 
  with 
  other 
  intelligent 
  beings, but it is unknown why, as they 
  tend to eat those they speak to. 
   
  TRAP WORM 
   
  NUMBER: 1 
  FREQUENCY: Rare 
  MORALE: 5 
  HIT DICE: 10d10 (50) 
  ARMOR: 8 
  SIZE:  L (4-6m long) 
   
  WATER SPEED: 4/400/6 
   
  MS: d2  
  IN: d2 
  DX: d6+12 
  CH: d2 
  CN: d4+10 
  PS: d4+14 
   
  BASE STOCK:  Worm 
  HABITAT: Oceans 
  DIET: Carnivore 
  ATTACKS: 
  12xTentacle 
  (1d4) 
  and 
  1xBite (1d10) 
  MUTATIONS: None 
   
  DESCRIPTION: These worms have 12 
  tentacles that extend from around the 
  mouth.  They dig a burrow in the coral 
  and lay the tentacles out in a circle. 
  When suitable prey (10-45 Kg) swims 
  over or comes in contact with a tentacle, 
  it attempts to grasp the prey and draw it 
  to the mouth (which takes 3 rounds).  
  The worm is 4 to 6 meters long and can 
  change color. 
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  29 
  TREMORWORM (Graboid) 
  NUMBER: 1 
  FREQUENCY: Rare 
  MORALE: 10 
  HIT DICE: 27d8 (108) 
  ARMOR: 4 (tentacles) / 3 (body) 
  SIZE: H (6 m) 
   
  LAND SPEED: 12/900/18 
   
  MS:   2d4+6 
  IN: 1d4 
  DX:   1d10+11 
  CH: 1 
  CN:   2d8+4 
  PS: 2d10+4 
   
  BASE STOCK:  Earthworm 
  HABITAT: Plains and sandy Deserts 
  DIET: Carnivore 
  ATTACKS: 4xTentacles (2d4) or 1x Bite 
  (3d10) 
  MUTATIONS: Heightened Sense - touch; 
  New Body Parts – tentacles;  Sonic Blast 
  - attacks do 3X damage and the worm 
  retreats for 2d4 rounds 
   
  DESCRIPTION:  A big worm with 4 
  tentacles with mouths from its own 
  mouth. The mouth has 3 sections that 
  look like beaks. 
       A graboid attacks from underground 
  using its tentacles to ensnare its prey, 
  then it draws the prey to its mouth and 
  tries to swallow the prey. 
   
  VENE’A’MUB 
  (Villain that Hides and Kills) 
   
  NUMBER: 1d4+1 
  FREQUENCY: Rare 
  MORALE: 2 
  HIT DICE: 13d8 (52) 
  ARMOR: 5 
  SIZE: M (1m) 
   
   
  LAND SPEED: 16/900/24 
   
  MS:  1d4+1 
  IN:  1d4+1 
  DX:  1d6 
  CH: 1d2 
  CN:  3d4 
  PS: 3d10 
   
  BASE STOCK:  Scorpion 
  HABITAT: Any 
  DIET: Carnivore 
  ATTACKS: 2xHands (1d6) or 1xTail 
  (1d8) 
  MUTATIONS: Collapsible Exoskeleton 
  (see below) 
   
  DESCRIPTION: The appearance of a 
  vene’a’mub is similar to a six-legged 
  scorpion with large four-digit hands 
  instead of pincers, a bludgeon tail 
  instead of a stinger, and a lizard-like 
  head that weaves back and forth on a 
  thick, muscular neck. They are usually 
  colored an oily blue when they are not 
  camouflaged; they have an ability and an 
  intelligence to cover themselves with 
  their surroundings (rocks, leaves, etc.) for 
  their own safety or to trap prey, but this 
  takes them a half hour to complete.  
      The vene’a’mub only attacks when 
  hungry or if walked on, a common 
  occurrence considering their camouflage 
  abilities.  It is also able to alter its 
  exoskeleton to be wider and thinnner, 
  thereby 
  flattening 
  itself 
  (see 
  New 
  Mutations).  
       The vene’a’mub’s favorite food is 
  bone marrow, which it feeds on after 
  splintering the bones of its prey with its 
  bare hands. Because of this, vene’a’mub 
  prefer 
  mammals, 
  and 
  love 
  slightly 
  mutated ones (as everyone knows they 
  have the best tasting bone marrow). 
  Vene’a’mub will always attack mutants 
  first.  
       Their normal attack mode, upon 
  grasping their prey, is to do crushing 
  damage with their hands while swinging 
  their mace-like tail over their body and 
  down on the “meal”. Given enough time, 
  a vene’a’mub can crack open almost 
  anything, except a ba’mutan. They are 
  curious, very tenacious, and are found in 
  most climates.  
   
  VENT WORM 
   
  NUMBER: 50-1000 
  FREQUENCY: Rare 
  MORALE: 7 
  HIT DICE: 3d10 (15) 
  ARMOR: 8 (4 in case) 
   
  WATER SPEED: 10/800/12 
   
  MS: d4+1  
  IN: d2 
  DX: d6+16  
  CH: d2 
  CN: d4+3  
  PS: d3+2 
   
  BASE STOCK: Worm 
  HABITAT: Near undersea volcanic vents 
  DIET: Minerals and Metals 
  ATTACKS:  Bite (2d10 damage) 
  MUTATIONS: None 
   
  DESCRIPTION: These worms absorb 
  the minerals and metals emitted by the 
  vents they live near and so have iron and 
  zinc based "teeth" used to kill prey (this 
  can rip through some metals).  They still 
  use the bacteria that their deeper 
  dwelling cousins use, but now also add 
  fresh meat when available. They build a 
  case out of the metals captured from the 
  vent(s) and only come out to feed or to 
  collect more nutrients from the hot water. 
  Each worm is between .25 and 1 meter 
  long and is bright red in color. 
       The hot water they dwell in inflicts 
  between d6 and 6d10 points of damage 
  depending on the temperature (190° F to 
  600° F) and the protection the diver has. 
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  30 
  WATER BEAR (Sea Cow) 
  NUMBER: 30-3000 
  FREQUENCY: Common 
  MORALE: 1d4  
  HIT DICE: 1d6  (3) 
  ARMOR: 8 
  SIZE: T (,5cm) 
   
  MS: 1d3+1            IN: 1  
  DX: 1d3+2           CH: 1 
  CN: 1d6+4           PS: 1d4+3 
   
  WATER SPEED: 6/500/5   
   
  BASE STOCK:  Tardigrade 
  HABITAT: Oceans 
  DIET: Herbivore 
  ATTACKS: Ram (1d2 damage) 
  MUTATIONS: See below 
    
  DESCRIPTION: This highly mutated 
  arachnid is considered the cow of the sea 
  by many. It is an oval with 8 legs and a 
  small head. The true, unmutated water 
  bear (tardigrade) looks the same, but is 
  much smaller (.005 m long at most) and 
  is missing some organ system. But both 
  have an amazing ability, they can last up 
  to 30 years without water. It just seems to 
  wither up and collapse in on itself, but 
  just giving it some water and it will walk 
  away unharmed. Water bears only 
  defend themselves, never attacking. 
  They just try to waddle up and ram the 
  aggressor, if moving away does not work. 
  Many undersea races farm water bears 
  for food. It is almost to the point of cattle, 
  but water bears can live in the wild 
  without supervision. 
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  31 
  FISH & ANIMALS 
   
  They had barely begun to move when the growth parted on the far side of the mud patch and a face out of 
  nightmare leered over and down at them from a hundred feet away. Dimly, Hiero could see, the scientist still operating in 
  his mind, that a frog or a three-quarter-grown tadpole might possibly have been its remote progenitor. The great 
  opalescent eyes were set ten feet apart on the blunt, slimy head. The thing squatted many yards off the mud on 
  monstrous, bowed forelegs, and horny claws tipped the giant toes. The incredible gape of the jaws now gleamed with 
  lines of giant fangs, teeth such as no frog ever had, like a forest of ivory needles, each a foot long, glistening in the 
  moonlight. 
   
   
   
   
   
   
   
   
  - Sterling Lanier, Hiero’s Journey 
   
   
   
  ALBILOPE 
   
  NUMBER: 2d6 
  FREQUENCY: Common 
  MORALE: 5 
  HIT DICE: 6d6 (18) 
  ARMOR: 8 
  SIZE: M (1,5m) 
   
  LAND SPEED: 21/1400/42 
   
  MS: 2d6+3 
  IN: 2d4+1 
  DX: 3d6+4 
  CH: 2d4+4 
  CN:  2d6+2 
  PS: 1d8+2 
   
  BASE STOCK:  Antelope 
  HABITAT: Temperate and Arctic plains 
  DIET: Omnivore 
  ATTACKS: 
  1x 
  Horn 
  (3d4) 
  and 
  1xBite(1d6) 
  MUTATIONS: 
  Anti-Life Leech; Light 
  Generation 
   
  DESCRIPTION: 
  This 
  slenderly 
  built 
  creature is easily recognized because of 
  its snowy white fur and glowing pink 
  eyes.The albilope,a descendent of the 
  antelope,still has the general appearance 
  of 
  its 
  fore-runner 
  except 
  for 
  two 
  noticeable changes;it is an albino and it 
  has a unique two-pronged horn in the 
  middle of its forehead.The albino nature 
  of this mutant resulted because of the 
  anti-life leeching power that developed, 
  and it is believed that the alibilope is one 
  of the first creatures to have evolved with 
  this powerful ability.A thick fur appeared 
  on mutants as a means of protecting 
  themselves against both the cold and 
  harmful radiation.  
       Albilopes are immune to cold attacks 
  and their thick, white furry coat effectively 
  doubles their constitution score (from 8 to 
  16) when determining the results of 
  radiation exposure on the Radiation 
  Matrix. In addition to its distinctive albino 
  look,the Albilope possess a single deadly 
  horn in the center of its forehead.This 30 
  centimeter tall Y-shaped horn has a saw 
  toothed edge and is razor sharp.Any 
  wounds delivered by the alibilope's horn 
  will inflict 3-12 points of damage on the 
  round it hits and will result in 1-4 more 
  points of damage each round after-ward 
  due to the excessive bleeding caused by 
  the cut. The bleeding can be stopped if 
  the wound is attended to and properly 
  treated. 
       Albilopes are omnivores that usually 
  eat plants, but when hungry,they have 
  been known to viciously attack vulnerable 
  prey.Their great speed allows them to 
  catch unsuspecting creatures,but more 
  import-antly it permits them to escape 
  most of the predators found in this area. 
   
  APE, Carnivorous (Magilla) 
   
  NUMBER: 2d4 
  FREQUENCY: Rare 
  MORALE: 7 
  HIT DICE: 8d8 (32) 
  ARMOR: 8 
  SIZE: L (2m+) 
   
  LAND SPEED: 8/450/12 
   
  MS:  2d6+2  
  IN:  1d10+5 
  DX:  1d10+11 
  CH: 2d4+2 
  CN:  1d10+15 
  PS: 1d10+15 
   
  BASE STOCK:  Gorilla 
  HABITAT: Forests 
  DIET: Carnivore 
  ATTACKS: 2xClaws (1d6/1d6) (If both 
  claws hit add 1d8 additional wounds due 
  to rending) + 1xBite  (1d4) 
  MUTATIONS: None 
  DESCRIPTION: The carnivorous ape is a 
  larger, stronger and very aggressive 
  mutant relative of the gorilla.  This beast 
  has fair intelligence and is extremely 
  cunning.  It hungers particularly for 
  human flesh (Grens are also a favorite 
  item on their menu).  The eyesight of the 
  ape is keen, as is it's hearing and sense 
  of smell (any attempts to surprise or 
  sneak up on the beast suffer a -2 die 
  roll).  It can also swing limb-from-limb in 
  the trees at a speed of 18.  
  ARMADA (Man-o-War) 
   
  NUMBER: 1d4 
  FREQUENCY: Rare 
  MORALE: 
  HIT DICE: 3d10 (15) 
  ARMOR: 9 
  SIZE: L (3m) 
   
  FLYING: 3, or Wind Speed 
   
  MS:   2d4 
  IN: 1d4 
  DX: 2d6+2 
  CH: 1 
  CN:  1d10+5 
  PS: 1d10+4 
   
  BASE STOCK:  Jellyfish- Man o War 
  HABITAT: Coastal rivers and streams 
  DIET: Smaller birds & insects 
  ATTACKS: Special 
  MUTATIONS: Gas Bags; Poison –
  paralytic; Acid  
   
  DESCRIPTION: No doubt about it, the 
  brilliant hues that this mutant species of 
  Portugese Man-O-War comes in are a 
  warning of extreme danger for anything 
  that crosses it's path. Armadas float 
  slowly along coastal rivers and streams, 
  supported about 2-3m above the surface 
  by a natural hydrogen balloon, aided by 
  the wind, or pulling themselves by their 
  larger, visible tentacles if the air is still.  
  It hunts by means of a etheral 
  network of almost invisible stinging 
  filaments that float in a 2m radius around 
  the creature's main body, that carry an 
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  32 
  Intensity 16 Paralytic Poison. Only a 
  faint, silvery shimmer in the air around 
  the 
  Armada 
  betray's 
  the 
  filament 
  network's presence. Once a victim is 
  paralysed, the jellyfish pulls itself rapidly 
  toward it's prey and attacks with it's 
  deadly main cluster of tentacles, that 
  combine an Acid Attack that does 2d6 
  per round of contact, and an Intensity 
  Level 17 Poison.  
  While it mainly targets smaller birds 
  and insects, it's more than able to digest 
  prey of any size. Armada's reproduce by 
  budding, and most specimens encoun-
  tered have 1d6 smaller hydrogen pods.    
  These begin life as extra support 
  balloons for the tentacle network, and 
  split off to become independent adults 
  when they grow large enough. One of the 
  best ways to handle one of these 
  creatures is to attempt to nail the 
  hydrogen balloons from a distance, but 
  this should be done carefully, because 
  the gas inside has a tendency to 
  explode, blanketing a 10m area with 
  loose filaments and tentacles segments, 
  which usually take a couple days to lose 
  their potency. 
   
  ARROWBEAK 
   
  NUMBER: 2d6 
  FREQUENCY: Rare 
  MORALE: 12 
  HIT DICE: 4d8 (16) 
  ARMOR: 7 
  SIZE: S (.75m at  the shoulder) 
   
  LAND SPEED: 0/300/6 
  FLYING: 6/900/18 
   
  MS:   1d10+11 
  IN: 1d4 
  DX:   1d0+2 
  CH: 1d4 
  CN:   1d10+8 
  PS: 1d10+5 
   
  BASE STOCK:  Bird- Robin 
  HABITAT: Temperate forests, hills 
  DIET: Hemovore 
  ATTACKS: 1x Beak (1d8) 1x Leech 
  (1d6) 
  MUTATIONS: 
  Immunity 
  - 
  disease; 
  Poison - Int 14/paralytic; Chameleon 
  Powers; Directional Sense 
   
  DESCRIPTION: : During the spring 
  mating season, these mutated robins are 
  one of the most dangerous avian 
  lifeforms known in the Gamma World, 
  due to their requirement to ingest several 
  pints of mammalian blood for each egg 
  produced. Their coloration is normally 
  dark brown, with a light brown patch on 
  their chest (bright red in the case of the 
  non-aggressive males). Their cham-
  eleon power is usually only used in 
  combat. 
  The usual tactics used by 
  arrowbeaks is for the males in a flock to 
  cause a distraction ahead of a group of 
  victims, while the females dive in and 
  attack from behind. As they use their 
  chameleon power and glide silently 
  during their attack, they are very difficult 
  to detect (sonar or infravision usually 
  work). They will attack separate targets, 
  unless there are fewer targets than 
  attackers. After a target has been 
  paralyzed, the attacking arrowbeak will 
  suck blood from the target for 5 rounds, 
  then fly off to roost and deliver an egg. If 
  an attacker fails, she will generally 
  harass the party to protect the successful 
  individuals. 
  Males 
  will 
  not 
  usually 
  participate in combat 
  except 
  when 
  attacked. 
      Arrowbeaks 
  have 
  a 
  primitive 
  organization, with a flock consisting of 
  several mated pairs,with the oldest 
  female as the leader. Chicks are raised 
  communally, maturing after 2 years. They 
  are quite peaceful during summer and 
  autumn, even allowing travellers to camp 
  under their roosts, as long as they are 
  quiet and unobtrusive. 
   
  BA'CROLBAI  
  (Endlessly Running Beast) 
   
  NUMBER: 5d10 
  FREQUENCY: Uncommon 
  MORALE: 2 
  HIT DICE: 6d6 (18) 
  ARMOR: 3 (1 when using speed 
  increase) 
  SIZE: L (2m) 
   
  LAND SPEED: 36/4000/54 
   
  MS:    1d6+1 
  IN:  1d3 
  DX:    2d4+2 
  CH: 2d4 
  CN:    3d4 
  PS: 2d10+5 
   
  BASE STOCK:  Lizard 
  HABITAT: 
  Temporate 
  plain 
  and 
  grassland 
  DIET: Atmovore 
  ATTACKS: 
  1xAntlers 
  (1d8(4d8 
  if 
  charging) 
  MUTATIONS: 
  Heightened 
  Speed; 
  Atmovore; Antlers 
   
  DESCRIPTION: This quadruped looks 
  like a hybrid cross between a horse and 
  a lizard.  (It is actually a member of the 
  reptile family.)  It has an equestrian 
  shape with scaly black hide.  The three 
  inter-twisting antlers curve forward and 
  are sometimes up to 150 centimeters 
  long.  It uses these with great precision 
  when attacking and if the Ba'crolbai can 
  charge at its  opponents for more than 
  five meters, it will do quadruple damage. 
      The reputation of the Ba'crolbai, 
  however, lies not in its attack ability as 
  much as in its ability to run relent-lessly.  
  A Ba'crolbai can run, full tilt, for more 
  than 12 hours without overly exerting 
  itself.  This is due to its amazing 
  metabolism, need for little sleep (three 
  hours at the most), and its atmovoric 
  nature.  The Ba'crolbai has no teeth.  
  Rather its mouth is equipped with sieves 
  that allow it to capture tiny airborne 
  organisms and constantly feed on them.  
  Because of this unique metabolism, the 
  average life-span of a Ba'crolbai is only 
  two years.  Once every twenty four hours 
  it can double its speed for one plus MP 
  modifier hours.  Because of its speed, it 
  is very, very hard to hit. 
   
  BAHRZ  
   
  NUMBER: 1d4 
  FREQUENCY: Uncommon 
  MORALE: 7 
  HIT DICE: 6d8 (18) 
  ARMOR: 6 
  SIZE: L (2m) 
   
  LAND SPEED: 6/600/12 
   
  MS:  4d4+2 
  IN:  1d10+11 
  DX:  2d6+2 
  CH: 2d6 
  CN:  3d6 
  PS: 1d10+11 
   
  BASE STOCK:  Brown bear 
  HABITAT: Mountains and Forests 
  DIET: Omnivore 
  ATTACKS: 2xClaw (1d4) + Bite (1d6) or 
  Hug (3d6) 
  MUTATIONS: 
  Regeneration; 
  Light 
  Generation; Chameleon Powers; Partial 
  Carapace; Mental Control; Heightened 
  Intelligence x2; Teleportation 
   
  DESCRIPTION: These Intelligent black 
  bears 
  are 
  fearsome 
  opponents 
  if 
  provoked with the ability to camouflage 
  itself and blend into the surrounding 
  terrain, and with the ability to regenerate 
  up to 30 hit points a day. The Bahrz have 
  a protective armored shell around their 
  ribcage and upper back as well. In 
  Combat the Bahrz preferred attack 
  method is to generate a light flash, then 
  select one target that still has vision for 
  mental control. If threatened with death 
  the Bahrz will automatically teleport to 
  their den. If surprised, they can still attack 
  as a traditional bear doing 1d4, 1d4, 1d6 
  of damage (Claw, Claw, Bite) plus a 3d6 
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  33 
  crush hug if both foreclaws hit. There is 
  always a 40% chance there are 1d4 
  additional bears in the immediate vicinity 
  of a Bahrz as the Bahrz has taken upon 
  itself the task of serving as a protector for 
  the 
  normal 
  bear 
  population. When 
  encountering any bears in the Rocky 
  Mountains, there is also a 10% chance 
  one or more Bahrz are present as well. 
  Bahrz sometimes will go into population 
  centers to trade information for goods 
  and services. Bahrz are especially 
  aggressive with hunters and trappers. 
   
  BA'MUTAN (Rock That Gases) 
   
  NUMBER: 2d3 
  FREQUENCY: Rare 
  MORALE: 8 
  HIT DICE: 26d6 (78) 
  ARMOR: 4 
  SIZE: G (10 m long; 4 m tall) 
   
  LAND SPEED: 16/1000/32 
   
  MS:  4d4 
  IN:  4d4 
  DX:  1d6 
  CH: 1d3 
  CN:  3d6 
  PS: d00+50 
   
  BASE STOCK:  Armadillo 
  HABITAT: Forest, plain, hill 
  DIET: Herbivore    
  ATTACKS: 1xBite (4d10) 
  MUTATIONS: Total Carapace; Immunity 
  - all physical attacks; Gas generation 
   
  DESCRIPTION: Ba'mutan are gentle 
  herbivores 
  that 
  have 
  evolved 
  into 
  extremely large, well-defended creatures.  
  They 
  resemble 
  a 
  copper 
  colored 
  armadillo with a dragon's head.  Primarily 
  nocturnal, they are almost blind by day, 
  but have such acute hearing that they 
  suffer no penalties for this condition.   
       Ba'mutan are nearly invulnerable to 
  most attacks and can emit a gas cloud 
  when they feel threatened.  This gas 
  attack fills up an eight meter radius for 
  2+MP modifier in rounds.  Any character 
  not 
  completely 
  protected 
  from 
  the 
  environment is affected; the gas does 
  3D10 damage per turn of  exposure and 
  obscures the vision.  Ungoggled or 
  unvisored characters must move out of 
  the gas-filled space to see clearly. 
       Ba’mutan have a unique by-product of 
  their existence which entices many 
  fortune-hunters into risking their wrath. 
  There is a 40% chance the ba’mutan has 
  produced a “land pearl” under its shell, 
  created in much the same manner as 
  normal oyster pearls but much larger.  
       There is no way to determine if this 
  pearl exists without slaying the ba’mutan 
  and extracting the body from the shell, a 
  4 day job. Because of this, most 
  ba’mutan that were loners have been 
  slain and the remaining ba’mutan have 
  become herd animals. This means that 
  the area of the gas clouds emitted by a 
  herd can be immense and that the 
  concentration is so strong that it will 
  suffocate, or at least choke, any char-
  acter caught in the middle of it.  
       The value of the land pearl is nothing 
  to sneeze at, but the trouble to obtain it 
  may be more trouble than it is worth, 
  when one considers the risk of facing the 
  ba’mutan, the anger of local natives over 
  mercenary slaughter of their wildlife 
  (which keeps larger predators at bay), 
  the sometimes dangerous reactions of 
  conservationist 
  Cryptic 
  Alliance 
  members, and so forth. There are strict 
  laws in certain lands against any aircraft 
  or fast moving vehicles from entering an 
  area where ba’mutan inhabit. The last 
  thing local people want is a ba’mutan 
  stampede. 
  Ba’mutan 
  prefer 
  plains, 
  forests, and hilly areas. 
   
  BARXYN (Smokie) 
   
  NUMBER: 1d4 
  FREQUENCY: Rare 
  MORALE: 6 
  HIT DICE: 16d8 (64) 
  ARMOR: 4 
  SIZE: L (2,5m) 
   
  LAND SPEED: 6/600/12 
   
  MS:   2d6+2 
  IN:   2d4+2 
  DX:   4d4 
  CH: 1d6+8 
  CN:   2d6+10 
  PS: 8d8+16 
   
  BASE STOCK:  Grizzly Bear 
  HABITAT: Temperate and Sub-Arctic 
  Forests 
  DIET: Carnivore 
  ATTACKS: 2xClaws (6d6) and 1xBite 
  (5d8) 
  MUTATIONS: 
  Partial 
  Carapace; 
  Directional 
  Sense; 
  Narcolepsy 
  [D];  
  Pyrokinesis; Radiation Eye 
   
  DESCRIPTION: This fearsome mutant 
  bear usually lives in isolated forest 
  regions. It travels on all fours but if need 
  be it can stand on its hind legs. While 
  standing up the barxyn can use weapons 
  of all types with its front paws at -2 to hit. 
  This creature is very large, 2 and a half 
  meters at the shoulders and almost 5 
  meters 
  when 
  standing 
  fully 
  erect. 
  Although larger, it is much sleeker than 
  its unmutated predecessor. 
       It is a fierce hunter and will attempt to 
  kill almost any creature. The barxyn has 
  razor sharp teeth and claws with which to 
  attack its opponents. The dark brown 
  partial carapace protects the barxyn’s 
  head and shoulder area from most 
  attacks, giving the creature an Armor 
  class of 4. Large purple buglike eyes 
  project deadly radiation at opponents 
  when the barxyn is angered. 
       Evolving over the years, this mutated 
  bear 
  has 
  developed 
  fur 
  that 
  is 
  multicolored brown, yellow, and green in 
  patches. When hungry, the barxyn 
  delight in burning trapped creatures out 
  of their hiding places with Pyrokinesis 
  powers (hence the name, Smokie) 
   
  BA’SLED (Rock That Burrows) 
   
  NUMBER: 1d4+1 
  FREQUENCY: Rare 
  MORALE: 7 
  HIT DICE: 13d8 (52) 
  ARMOR: 5 
  SIZE: L (4 m long) 
   
  LAND SPEED: 24/3200/48 
  BURROWING: 2/0/6 
   
  MS:   1d10+4 
  IN: 1d4 
  DX:   1d10+2 
  CH: 1d4 
  CN:  1d10+11 
  PS: 1d10+12 
   
  BASE STOCK:  Bas 
  HABITAT: 
  Ruins, 
  desert, hills 
  and 
  mountains 
  DIET: Carnivore 
  ATTACKS: 2xClaws (2d8) 
  MUTATIONS: 
  Ultravision; 
  Infravision; 
  Sonic Blast 
   
  DESCRIPTION: Ba'sleds have evolved 
  to a completely different grouping than 
  most 
  other 
  animals, 
  being 
  neither 
  mammal, reptile, bird or fish.  They are 
  bas, 
  a 
  new 
  evolutionary 
  branch 
  characterized by an extremely hardy 
  constitution 
  and 
  impressively 
  strong 
  epidermis.  Ba'sleds appear as gray, 
  hunched over bipedal humanoids with 
  long, apish arms ending in large, wicked, 
  claws.  When standing motionless, they 
  can easily pass for rocks. A goat shaped 
  head houses two wide set eyes.   
       Ba'sleds are extremely belligerent 
  towards intelligent life forms.  They can 
  seldom 
  be 
  bargained 
  with 
  or 
  telepathically 
  communicated 
  with 
  because of their attitude.  They can dig 
  through anything but metal at their 
  normal movement rate, clawing right 
  through stone walls as if they were so 
  much clay.  They often makes traps by 
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  34 
  digging underground tunnel mazes, then 
  making pits from the tunnel up to just 
  below ground level.  These pits will not 
  support the full weight of more than one 
  human sized creature and can drop 
  members of a party of adventurers into 
  the waiting claws of the Ba'sleds.  In 
  addition to the wicked claws, the Ba'sled 
  also possess a sonic roar (triple strength 
  sonic blast, with triple damage, and 
  ranges) that they are immune to. 
   
  BATSLITH (Spinning Snake) 
   
  NUMBER: 1d4+2 
  FREQUENCY: Uncommon 
  MORALE: 10 
  HIT DICE: 7d8 (28) 
  ARMOR: 5 
  SIZE: M (1,15m long) 
   
  LAND SPEED: 6/30/12 
   
  MS:   2d4+2 
  IN: 1d4 
  DX: 1d10+10 
  CH: 1d3 
  CN:  3d6+3 
  PS: 2d8+2 
   
  BASE STOCK:  Garter snake 
  HABITAT: 
  Temperate 
  plains, 
  hills, 
  forests 
  DIET: Carnivore 
  ATTACKS: 1x Bite (1d6), Spin Bite (3d6) 
  MUTATIONS: None 
   
  DESCRIPTION: A batslith is a beautifully 
  colored descendent of the garter snake.  
       The batslith is noted among scholers 
  for its unusual mode of  transportation 
  and attack - spinning.  A batslith can 
  raise its 1 m length up  to full length 
  vertically and begin spinning, pivoting on 
  its tail.  After  one combat round of this 
  the snake is spinning so fast to seem to 
  be a miniature, multi-colored tornado. 
  While 
  spinning, 
  a 
  batslith's 
  normal movement speed doubles and its 
  armor class increases.  A batslith can 
  spin for up to one hour.  Not only is it 
  harder to hit while spinning,  but its bite 
  causes triple the normal damage and it 
  can attack up to five times in a single 
  round. 
       A batslith has no nest.  It usually lives, 
  travels, and attacks in groups, and has 
  no treasure.  Live batsliths are worth a 
  great deal to certain collectors. 
   
  BIGOON 
   
  NUMBER: 1d6 
  FREQUENCY: Uncommon 
  MORALE: 7 
  HIT DICE: 15d10 (75) 
  ARMOR: 6 
  SIZE: L (2,5m) 
   
  LAND SPEED: 12/900/18 
   
  MS:   2d6+4 
  IN: 1d4 
  DX: 1d10+11 
  CH: 2d4 
  CN:  1d10+12 
  PS: 1d10+15 
   
  BASE STOCK:  Raccoon 
  HABITAT: Temperate forests 
  DIET: Carnivore 
  ATTACKS: 
  2xClaws 
  (1d6) 
  and 
  1xBite(4d6) 
  MUTATIONS: Heightened Strength 
   
  DESCRIPTION: 
  One 
  glance 
  easily 
  identifies a bigoon as a giant, mutated 
  raccoon.The creature is well over two 
  meters tall (old males being known to 
  reach three or more meters in length, 
  nose to toil). The bigoon’s teeth are very 
  much enlarged, and it bites for 4 dice 
  (4d6) of damage. The creature also has 
  heightened strength to complement its 
  native intelligence and cunning. Despite 
  its increased size and strength, the 
  bigoon has lost none of the manipulative 
  dexterity of its small progenitor. The 
  hand-sized forepaws of a bigoon are 
  quite nimble and can be used to open 
  simple closures and latches.  
       The bigoon is a nocturnal hunter and 
  has infravisual capabilities. When hungry, 
  a bigoon attacks virtually anything, but 
  the creature is prone to ignore other 
  creatures if well fed, unless its curiosity is 
  aroused. A well-fed bigoon has been 
  known to playfully knock down a passing 
  human in order to tear open a carried 
  sack. Fortunately, a blow from a bigoon’s 
  forepaw does only one die (d6) of 
  damage. A lone bigoon is usually a rogue 
  male. If three or more are encountered, 
  they are likely to be a mother and her 
  immature young.  
       Bigoons are all capable of climbing 
  trees sturdy enough to hold their weight. 
   
  BOARZ (Two Horn) 
   
  NUMBER: 2d4+1 
  FREQUENCY: Uncommon 
  MORALE: 9 
  HIT DICE: 10d6 (30) 
  ARMOR: 6 
  SIZE: M (1,8m) 
   
  LAND SPEED: 12/900/8 
   
  MS:   3d6 
  IN: 3d6 
  DX:   1d10+11 
  CH: 2d4+4 
  CN:   1d10+13 
  PS: 2d8+8 
   
  BASE STOCK:  Common Boar 
  HABITAT: 
  Arctic 
  Tundra, 
  Plains, 
  Grasslands, Deserts, Deathlands, Ruins 
  DIET: Omnivore, but strong carnivorous 
  tendencies 
  ATTACKS: 2xClaws (2d4) + 1xGore 
  (1d10) 
  MUTATIONS: 
  Chameleon 
  Powers, 
  Energy Reflection -  electromagnetic; 
  Heightened 
  Constitution; 
  Heightened 
  Strength; Immunity – radiation/Int 13 or 
  lower; Modified Body Parts - enhanced 
  spine , legs, and manipulative forepaws;  
  New Body Parts - modified tusks, claws; 
  Size Increase; Mental Blast-  variant- see 
  below 
   
  DESCRIPTION: 
  These 
  bipedal, 
  humanoid boars are one of the deadliest 
  species 
  on 
  Gamma 
  Terra.  
  Cruel, 
  cunning, and sadistic, they hunt and 
  scavenge in packs of three or more for 
  sport and survival.  They rarely attack 
  PSH or other mutant animals on sight. 
  They will attack a large party, but wait 
  until it has been softened first.  Their 
  preferred methods are ambushes, or 
  luring the unwary into snares, pits, and 
  deadfalls.  They achieve a high degree of 
  success 
  by 
  using 
  their 
  chameleon 
  powers to hide out in the open while 
  using their mental blast mutantation.   
       Their mental blast mutation is a 
  variant 
  that 
  renders 
  the 
  opponent 
  confused and bewildered for 1d4+ MS 
  rounds.  At this time they will attempt to 
  lure their prey into a trap and finish him 
  off.   
       They are not cowards so they check 
  for morale once very two turns.  Battle is 
  glorious but only if they have the 
  advantage.  They enjoy hand-to-hand 
  combat, but are capable and usually 
  possess Tech Level II, III, and IV items, 
  but very rare for the latter.  As well as 
  their pack association, their ranks can be 
  found 
  it 
  the 
  Iron 
  Society 
  and 
  Zoopremists, but only as guerilla warriors 
  or terrorists.  They are openly hostile to 
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  35 
  the Peace Brigade (Racketeers with no 
  sense of Morality or Honor) and Ranks of 
  the Fit (whom they consider stupid 
  zealots). 
   
  BU'DAAN  
  (Those Which Fly The Moon) 
   
  NUMBER: 1 
  FREQUENCY: Very Rare 
  MORALE: 8 
  HIT DICE: 52d8 (208) 
  ARMOR: 2 
  SIZE: G (55m) 
   
  LAND SPEED: 24/1800/36 
  FLYING: 36/1800/36 
   
  MS:   1d10+11 
  IN: 1d4+4 
  DX:   1d10+20 
  CH: 1d4 
  CN:   1d10+20 
  PS: 1d20+40 
   
  BASE STOCK:  Weasel 
  HABITAT: Hills, mountains, and forest 
  DIET: Carnivore 
  ATTACKS: 1xBite (12d6) and 2xClaw 
  (4d12) 
  MUTATIONS: 
  Electrical 
  Generation; 
  Physical Reflection - electro-magnetic 
   
  DESCRIPTION: A Bu'daan is the master 
  of all it surveys.  It resembles a huge 
  weasel with great bat wings and is 
  extremely rare.  It usually lives in high 
  areas and its fur brings an enormous 
  price.  When a Bu'daan is on the ground 
  it is slower and can only use two attacks 
  at most per turn.  When flying, though, it 
  can use all of its attacks (if airborne it can 
  use two claws instead of a claw and bite 
  if it desires).  The electrical discharge is 
  only available to the Bu'daan twice a day.  
  When it discharges it sends out 10 
  electrical bolts to targets within 30 meters 
  in one turn.  Roll to hit as if it was a 
  physical attack.  Each bolt does 3d6+MS 
  damage. 
      The last attack form, the phlegm ball, 
  is a bizarre one that is unique to this 
  creature.  A great ball is spit at a large 
  target or a party.  If a successful roll is 
  made, the victim must make a Dexterity 
  check or be trapped and the victim will 
  suffocate in a number of rounds equal to 
  1/2 its constitution.  Even if the victim is 
  successful, it must make a second 
  Dexterity check or they will be trapped for 
  a number of turns equal to 30-STR.  
  Next, the victim must make a health 
  check vs Intensity 20 or be stunned for 
  1d10+6 turns.  The range of effect is a 15 
  meter radius from the target point.  The 
  Bu'daan can muster up one phlegm ball 
  every 12 hours. 
      Bu'daan are extremely territorial and 
  feed mostly 
  on 
  Tsorut 
  and 
  Yexil.  
  However, they have been known to be 
  cannibalistic and sometimes use their 
  phlegm balls on each other.  They 
  generally do not eat humans or human 
  sized creatures, as their size hardly 
  makes the effort worthwhile.  The 
  exception to this guideline is when a 
  large troop of human sized creatures are 
  traveling out in the open. 
      The fur of a Bu'daan is so thick and 
  luxurious that it fetches an incredible 
  price in market places, provided it is not 
  shot up, burned, or otherwise greatly 
  damaged and if it is no older than six 
  days, so the tanners can properly 
  preserve it. 
   
  BULO 
   
  NUMBER: 2d4 
  FREQUENCY: Uncommon 
  MORALE: 6 
  HIT DICE: 14d8 (56)  
  ARMOR: 5 
  SIZE: L (2m) 
   
  LAND SPEED: 15/800/22 
   
  MS: 2d4+2  
  IN: 1d4+2 
  DX: 2d4+1 
  CH: 1d8+3 
  CN: 3d6+2 
  PS: 1d10+12 
   
  BASE STOCK:  Buffalo 
  HABITAT: Temperate plains and Tundra 
  DIET: Herbivore 
  ATTACKS: 1xButt(1d10)+Trample (5d6) 
  or 1xBite (1d8) 
  MUTATIONS: 
  Shapechange; 
  Kinetic 
  Absorption 
   
  DESCRIPTION: This massive mutated 
  buffalo weighs well over a ton and is 
  justifiably feared by most reatures living 
  in 
  the 
  region.Combining 
  the 
  great 
  charging peed of an animal this size 
  along with a very evil temper,the Bulo is 
  a creature that predators generally tend 
  to avoid unless extremely hungry. 
       Bulos 
  look 
  amazingly 
  like 
  their 
  ancestors, except for the peculiar purple 
  matted fur that covers their arge-framed 
  bodies.Being plant eaters,Bulos do not 
  hunt for food although they are very 
  protective of their grazing lands and will 
  kill or frighten off intruders.Through the 
  years Bulos have developed a thick skull 
  which has aided them in perfecting their 
  primary mode of attack...the charge. 
  When angered,a Bulo will charge its 
  target,butt the creature with its head and 
  knock it down,and then attempt to 
  trample the prone victim. 
       Anytime a Bulo successfully butts its 
  target,that 
  creature 
  is 
  considered 
  knocked down to the ground and must 
  fight with a -2 penalty "to hit"during its 
  next combat round.A Bulo will attempt to 
  trample any victim it knocks down (roll 
  again "to hit" with the trample attack).Any 
  target trampled can not be bitten that 
  round by the Bulo.If a person is trampled 
  by a Bulo,there is also a chance that any 
  items being carried by that person will be 
  damaged or destroyed (GM's decision 
  depending on items and circumstances). 
  The ability to absorb a certain amount of 
  damage from physical blows each round 
  (see KineticAbsorption mutation) makes 
  the Bulo one of the toughest opponents 
  around. Finally,the power to shape-
  change allows the Bulo to change form 
  into any one of the following three flying 
  insect-like creatures; a Blaash, a Blight, 
  or a Cal Then. 
   
  CARK (Blend Dog) 
   
  NUMBER: 2d6 
  FREQUENCY: Uncommon 
  MORALE: 8 
  HIT DICE: 8d6 (32) 
  ARMOR: 7 
  SIZE: M (1.5 meters long) 
   
  LAND SPEED: 18/900/36 
   
  MS:   2d4+8 
  IN: 1d4 
  DX:   1d10+11 
  CH: 1d4+1 
  CN:   2d6+6 
  PS: 1d12+6 
   
  BASE STOCK:  Dog 
  HABITAT: Anywhere 
  DIET: Carnivore 
  ATTACKS: 1xBite (2D4) or 2xClaws 
  (1D6)  
  MUTATIONS: Chameleon Powers 
   
  DESCRIPTION: Physically, these dogs 
  appear to be normal and unmutated. 
  However, over the generations, this type 
  of dog has developed retractable claws, 
  much like a cats, and their bodies are 
  much more flexible than their ancestors, 
  again, just like a cats. Only the larger 
  breeds of dogs (Dobermans, German 
  Shepherds, 
  etc) have managed 
  to 
  survive to create this new breed. Wolf 
  climbers have also been reported to exist 
  in the Rocky Mountains and northern 
  forests of Kanda. 
       As with normal dogs, this breed uses 
  simple pack tactics to surround, and 
  bring down weakened prey, or solitary 
  travelers. The main difference is the fact 
  that they also will use trees to help them 
  surround their prey. So if you are in a 
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  36 
  forest, and find yourself surrounded by a 
  pack of these creatures, don't bother to 
  climb a tree to escape. You'll find 
  yourself staring down the maws of 
  several of these animals. 
       Just as a normal pack dog, these 
  animals are lead by both an alpha male 
  and alpha female. The rest of the pack is 
  subservient to these, unless another 
  male thinks it is strong enough to 
  challenge the leader. Females tend to 
  build dens high in large trees, ruins, or if 
  nothing appropriate is available, in dens 
  on the ground. The females give birth 
  late in spring to litters of 2D4 pups. The 
  pups, if caught at an early age, can 
  easily be domesticated. Wolf climbers 
  can not be domesticated however. 
   
  CHOTSLITH (Bristle Snake) 
   
   
             NORMAL         LARGE 
  NUMBER:  
  1d6 
           1d3 
  FREQUENCY:   Uncommon       Rare 
  MORALE:  
  7 
            9 
  HIT DICE:         7d8 (28) 
         12d8 (48) 
  ARMOR:  
  4 
            3 
  SIZE:  
   
  L (3m) 
            L (5m)
   
   
  LAND SPEED:    4/20/10           8/30/16 
   
  MS:  2d6 
   
  IN: 1d6+1  
  DX:  2d4+1 
   
  CH: 1d2 
  CN:  2d4+1/2d6+1 
  PS: 2d10+5 
                                                    3d10+5 
   
  BASE STOCK:  Snake 
  HABITAT: Any nonartic and deathlands    
  DIET: Carnivore 
  ATTACKS: 1xBite(1d6/2d8) or  
  1xBristleCoil (1d6+7/1d8+7) 
  MUTATIONS: Mental shield; Poison Int 
  16/paralytic 
   
  DESCRIPTION: The entire body of the 
  chotslith is covered with 10-30 cm long 
  needle-like spikes.  It can coil and look 
  like any one of a hundred different types 
  of spike plants found on Gamma Terra (it 
  usually lives among these). 
      The chotslith is a constrictor and 
  attacks by both biting and coiling around 
  its prey.  The normal chotsloth can wrap 
  around a man-sized creature 1d4+1 
  times.  Each "coil" causes 1d6+7 points 
  of damage.  The larger chotsloth can 
  wrap around a man-sized creature 1d4+3 
  times.  Each "coil" causes 1d8+7 points 
  of damage.  The strength of these coils, 
  for purposes of pulling them off, equals 
  Strength 25.  The chotsloth's bite injects 
  an intensity 16/destructive poison into its 
  prey. The chotslith hunts by smell and, 
  thus are just as deadly in the dark as in 
  the light of day.  
   
  CROAKER 
   
  NUMBER: 3d6 
  FREQUENCY: Uncommon 
  MORALE: 3 
  HIT DICE: 4d6 (12) 
  ARMOR: 6 
  SIZE: 10 to 24 centimeters long 
   
  LAND: 16/1200/24 
  SWIMMING: 24/1800/36 
   
  MS:  1d6+4  
  IN: 1d4 
  DX:  2d6+6  
  CH: 2d4 
  CN:  2d6  
  PS: 1d4 
   
  BASE STOCK: Cane Toad  
  HABITAT: Swamps & Wetlands 
  DIET: Insectivore 
  ATTACKS: 1xBite (1d3) 
  MUTATIONS: 
  Displacement; 
  Light 
  Manipulation; Poison - Int 12;  Stunning 
  Force; Thought Imitation 
   
  DESCRIPTION: 
  This 
  mutated 
  descendant of the Cane Toad looks 
  much like its ancestor It is brown to 
  yellow-brown, with prominent cranial 
  crests, and a somewhat round, flattened 
  body outline. It also retains the poison 
  producing 
  paratoid 
  glands 
  of 
  its 
  unmutated predecessor. 
       Croakers 
  are 
  not 
  the 
  bravest 
  creatures in the world. They are small, 
  and therefore not able to inflict much 
  damage on larger creatures. When faced 
  with larger creatures, they prefer to use 
  their mutations to remain hidden. If they 
  are spotted, they will use their Stunning 
  Force mutation and attempt to escape if 
  at all possible. If left with no option but to 
  fight, they will bite and attempt to rub 
  their bodies (which are coated with a 
  contact poison) on any exposed flesh 
  they can find on the enemy creatures. 
       Croakers band together in groups for 
  mutual protection and for breeding. They 
  spawn 
  year-round 
  with 
  suitable 
  temperature and rainfall. Eggs are laid in 
  long-standing water - ditches, canals, 
  streams, and ponds. 
   
  DAYCUT (Bird Friend) 
   
  NUMBER: 1d8 
  FREQUENCY: Uncommon 
  MORALE:  6 
  HIT DICE: 6d8 (24) 
  ARMOR: 3 
  SIZE: L (4m) 
   
  LAND SPEED:  64/3600/108 
   
  MS:    1d4+2 
    IN: 1d8+2 
  DX:    3d6+1 
  CH: 1d4 
  CN:   2d4+3 
  PS: 3d4+4 
   
  BASE STOCK:  Bantam Chicken 
  HABITAT: Any except Deathlands 
  DIET: Insectrivore 
  ATTACKS: 1xBeak (2d8)  1xClaw (2d4) 
  MUTATIONS: Absorption - sonic attacks; 
  Heightened dexterity; Photogeneration 
   
  DESCRIPTION: Daycuts are four-meter 
  tall bipedal birds who have no flight 
  wings, but are covered with large 
  feathers.  They are also colorblind.  Once 
  properly trained, a daycut will tolerate a 
  saddle, but prefers a rider who rides 
  bareback.   
       Daycuts seem to relish close quarter 
  combat.  They are unbelievable in their 
  ability to zigzag as they run, a rider must 
  strap himself on to stay mounted or jump 
  off to save his neck (or make a moderate 
  Dexterity roll every turn just to stay on).  
  Once in battle, daycuts are quite fierce 
  and loyal. Many are the accounts of a 
  daycut who died while standing over its 
  fallen rider, protecting him, instead of 
  fleeing to safety. Unlike some other 
  mounts, though, they have no ability to 
  pick a rider back up and return him to 
  safety.  
       Daycuts can be found in most 
  geographical locations, including the 
  mountains, and come in a wide variety of 
  plumage and colors that match their 
  native surroundings.  
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  37 
  DIGGER 
   
  NUMBER: 3d6+4 
  FREQUENCY: Uncommon 
  MORALE: 5 
  HIT DICE: 6d6 (18) 
  ARMOR: 4 
  SIZE: M (1m) 
   
  LAND SPEED: 6/1800/36 
   
  MS:   2d6+6 
  IN:  1d10+11 
  DX:   3d6 
  CH: 2d6+4 
  CN:   1d10+11 
  PS: 1d10+11 
   
  BASE STOCK:  Armadillo 
  HABITAT: Dry temperate or deserts 
  DIET: Carnivore 
  ATTACKS: 2 claws (1d10) or by weapon 
  MUTATIONS: Scientific Genius; Modified 
  Body Parts -Burrowing claws,hands;New 
  Body Parts- crude vocal cords; Mind 
  Shield; Full Carapace; Full Biped. 
   
  DESCRIPTION: Diggers are a civilized 
  breed of mutant armadillo. They live in 
  loose tribal communities of burrows and 
  stone structures. They are posessed of a 
  full carapace, as well as burrowing claws 
  that allow them to do 1d10 per hit in 
  combat and burrow up to 3 feet a round. 
  These creatures are totally immune to 
  telepathic Mental Attacks.  
       Digger society is ruled by Shamans, 
  who each have 1d4-1 Mental Mutations. 
  They are skilled herbalists, and are the 
  source of many of the folk medicines, 
  such 
  as 
  Medicine 
  Paints 
  (a.k.a. 
  Neutralizing Pigments), available in the 
  New West. They also make moonshine 
  vodka 
  and 
  know 
  the 
  secret 
  of 
  gunpowder. Diggers are generally non-
  violent, but will fight if cornered.  
       Most settlements of these creatures 
  will pay nearby towns of humans or 
  Kaiute packs, whoever's stronger, with 
  liquor and gunpowder for protection, so 
  they can tend their roots in peace. If they 
  arm themselvs at all it's usually with 
  some form of rifle, musket, or shotgun if 
  they gan get it. They use their claws if 
  they can' t. 
   
  DYLLON (Prickly Folk) 
   
  NUMBER: 2d6 
  FREQUENCY: Rare 
  MORALE: 8 
  HIT DICE: 11d6 (33) 
  ARMOR: 8 or 10 + Armor 
  SIZE: M (1,5m) 
   
  LAND SPEED: 16/1200/24 
   
  MS:  1d10+11 
  IN: 1d10+12 
  DX:   3d6 
  CH: 3d6 
  CN:  1d10+11 
  PS: 3d6 
   
  BASE STOCK:  Porcupine 
  HABITAT: Mountains 
  DIET: Omnivore 
  ATTACKS: 1xBy weapon or Quills  
  MUTATIONS: Pyrokinesis; Force Field 
  Generation; Death Field Generation; 
  Weight 
  Decrease 
  [D]; 
  Taller 
  or  Shorter;  Light Generation; Gas 
  Generation- 
  paralysis 
  musk; 
  Quills/ 
  Spines 
   
  DESCRIPTION: Dyllon are a race of 
  insular mutant porcupine. They never 
  grow much taller than a ten year old, and 
  are covered in a mass of long, sharp 
  brown quills. They also have an organ on 
  their rear that can produce either light or 
  musk, depending on them.  
       Dyllon also have the Pyrokinesis 
  mutation which they use in mutual 
  defense. Any predators approaching a 
  Dillon village will have to deal with a lot of 
  brush fires  
       Occasionally (10%) one is born that is 
  much bigger than the others, and these 
  are always tribal leaders, known as the 
  Bobs.  Strangely, the Bobs do not share 
  the quills of their smaller relatives, and 
  instead are a frail, naked pink, and 
  usually seen wearing heavy robes as 
  protection. The Bobs also possess the 
  Death Field Generation mutation, which 
  they use to kill intruders approaching the 
  village, as well as Force Field Generation 
  which will provide 10Hp for every Dyllon 
  within 100m of the Bob, again as 
  protection for the village. All Dyllon are 
  immune to the effects of the Bobs 
  mutations. 
       Dyllon live in small tribes of up to 30 
  members. 
  They 
  construct 
  plastered, 
  squat adobe houses for shelter, but for 
  the most part spend their time hunting or 
  farming the grasslands. They are also 
  extremely adept scavengers. Any Bob 
  has a 40% chance of possessing a 
  weapon of TL IV or higher. Other dyllon 
  may also have artifacts (15%) 
   
  E’GLEE (Baldee) 
   
  NUMBER: 1d8 
  FREQUENCY: Very Rare 
  MORALE: 8 
  HIT DICE: 8d12 (48) 
  ARMOR: 6 
  SIZE: H (8m wingspan) 
   
  FLYING: 24/1800/36 
   
  MS:   3d4+3 
  IN: 3d6 
  DX:    2d6+6 
  CH: 4d4 
  CN:  3d6+3 
  PS: 6d6 
   
  BASE STOCK:  Bald Eagle 
  HABITAT: Mountains 
  DIET: Carnivore 
  ATTACKS: 
  1xClaw(6d8) and 1xBite 
  (3d6) 
  MUTATIONS: 
  Fear 
  Generation; 
  Heightened 
  Precision; 
  Heightened 
  Sense; 
  Limited 
  Time 
  Suspension; 
  Oversized Body Parts; Phobia [D]; 
  Regeneration 
   
  DESCRIPTION: These huge winged 
  creatures are the mutated descendents 
  of the American Bald Eagle. The e’glee 
  live on the craggy slopes of the highest 
  mountains. Having a wing span close to 
  8 
  meters 
  (Oversized 
  Body 
  Parts), 
  leathery dark-brown wings and well-
  developed back and wing muscles, these 
  mutants, when adult, are able to carry a 
  single passenger when flying at normal 
  speed. E’glee still bear the traditional 
  mark of the bald eagle, white head 
  feathers.  
       E’glee are sometimes used as a steed 
  by other mutants and humans but this is 
  only in rare instances because the e’glee 
  is very wary of other creatures. When 
  meeting a creature that it does not trust, 
  the e’glee first lets out a tremendous 
  screech and uses its powers (Fear 
  Generation) to ward of the unwanted 
  visitor or enemy. With their giant taloned 
  claws (6d8 damage) and curved beak 
  (3d6 damage) these mutants are deadly 
  hunters 
  and 
  killers. 
  They 
  have 
  Heightened Vision ( large, bulging black 
  eyes) allowing them to spot prey or 
  enemies at great distances. Heightened 
  Precision lets them do additional damage 
  (2d6) to opponents in combat. Their 
  usual targets for food are fish and small 
  game, but in times of famine they have 
  been known to hunt humanoids or PSH.  
       The 
  e’glee 
  are 
  intelligent, 
  understanding Trade language, but they 
  are unable to speak it themselves. The 
  e’glee 
  are 
  deathly 
  afraid 
  of 
  fire 
  (Pyrophobia), smoke, and steam. Seeing 
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  38 
  or coming close to any fire larger than a 
  bonfire sends them into an uncontrollable 
  panic. 
  E’glee 
  heal 
  damage 
  by 
  Regeneration. 
   
  EKOLA (Fur Ball) 
   
  NUMBER: 1d20 
  FREQUENCY: Common 
  MORALE: 4 
  HIT DICE: 3d6 (9) 
  ARMOR: 7 
  SIZE: T (15 cm) 
   
  LAND SPEED: 4/600/8 
   
  MS:  1d6+1 
  IN: 2d4+1 
  DX:  2d4 
  CH: 1d4+1 
  CN:  1d6 
  PS: 1d6 
   
  BASE STOCK:  Kangaroo rat 
  HABITAT: Ruins, plains, forest, hills, 
  mountains, desert, and swamps 
  DIET: Herbivore 
  ATTACKS: 1xBite (1d4)   
  MUTATIONS: Temporal fugue 
   
  DESCRIPTION: Ekola are 15 centimeter 
  long mammals that closely resemble 
  kangaroo rats.  They have four limbs and 
  a prehensile tail, but most of their 
  movement is primarily done by hopping 
  on their hind legs.  When hopping, the 
  tail is wound around the body trunk to 
  protect it.  Naturalists believe that an 
  ekola's tail is as sensitive as a human 
  fingertip and can easily sort and pick up 
  even minute items.  Their body is 
  covered with  soft, long fur that is either 
  all white, all black or black and white 
  striped.  Unfortunately for wild ekola, their 
  hides are prized for their warmth and 
  splendor 
  and 
  ekolas 
  are 
  trapped 
  extensively in the wilderness.  They also 
  make wonderful pets and are quite 
  harmless. 
      A good trainer who spends time with 
  his ekola can teach it numerous tricks 
  and commands, up to eight different 
  ones including fetching small objects, 
  pushing buttons, delivering and dropping 
  objects over a short distance, and so on. 
  Ekola can be found everywhere.  
   
  FRAGGER 
  NUMBER: 1d8 
  FREQUENCY: Uncommon 
  MORALE: 4 
  HIT DICE: 2d8 (8) 
  ARMOR: 8 
  SIZE: T (25cm) 
   
  LAND SPEED: 6/30/12 
   
  MS: 3d4   
   IN: 1d4 
  DX:  2d4+4 
  CH: 1d3 
  CN:  2d4+4 
  PS: 2d4+1  
   
  BASE STOCK:  Toad 
  HABITAT: Swamps and Wetlands 
  DIET: Insectivore 
  ATTACKS: 1x Spines (poison) or 1x 
  Explosion (1d10) 
  MUTATIONS: Poison Spines 
   
  DESCRIPTION: Just to show that you 
  don't neccessarily have to be big to be 
  dangerous, a Fragger can kill animals 
  several times it's size, usually by 
  accident. This bizarre species of toad 
  measures only about a foot or so, and is 
  normally quite passive.  
       If agitated, the creature puffs itself 
  rapidly up with air, launching it's Intensity 
  Level 15 Poison coated spines in all 
  directions out to 10 feet. They will repeat 
  this attack for 1d4 rounds, until the loose 
  spines are depleted, leaving only a 
  sparse coat of more firmly attached, 
  partially developed spines. If cornered, 
  the creature will panic and explode, for 
  1d10 damage to all within a 5 foot radius, 
  plus the danger of spines hitting targets 
  out to 15 feet.  
       Fraggers have a nasty habit of lurking 
  under vegetation like a living land mine.  
   
  GALLUS GALLUS 5/13  
   
  NUMBER: 1d4 
  FREQUENCY: Very Rare 
  MORALE: 7 
  HIT DICE: 7d6 (21) 
  ARMOR: 7 
  SIZE: M (1.25m) 
   
  LAND SPEED: 12/900/18 
   
  MS:    2d6+4 
  IN: 1d10+11 
  DX:    2d8+1 
  CH: 1d10+8 
  CN:    2d4+3 
  PS: 1d10+11 
   
  BASE STOCK:  Chicken 
  HABITAT: Plains, Ruins 
  DIET: Herbivore 
  ATTACKS: 1xBite (1d4) or by Weapon 
  MUTATIONS: Heightened Brain Talent; 
  Mental Blast; Complete Mental Block [D]; 
  Chameleon Powers; New Body Parts; No 
  Resistance to Poison [D]; Body Structure 
  Change [D] 
   
  DESCRIPTION: The hideous result of an 
  accidental 
  overexposure 
  to 
  radiation,Gallus Gallus 5/13 is a living 
  abomination to Man's technology. This 
  mutated chicken species is malignant to 
  the core and seeks to dominate all other 
  creatures.The superior mental ability of 
  this mutant makes it a cunning and 
  deadly foe.These creatures are quite 
  adept at figuring out the workings of 
  technological items,and within their own 
  physical limitations are skilled at using 
  the artifacts created by the Ancients. For 
  some unknown reason every Gallus 
  Gallus 5/13 has a Complete Mental Block 
  against Companion Units. 
       These 
  mutants 
  appear 
  fat 
  and 
  squatty,and are covered with patchy 
  yellow-orange feathers. 
       Their exposure to radiation in the lab 
  has left these mutant chickens with two 
  very bizarre features;one beneficial and 
  the other a defect.Instead of having two 
  eyes,Gallus Gallus 5/13's possess one 
  large central green eye (Body Structure 
  Change).This unfortunate defect means 
  that 
  these 
  mutants 
  lack 
  depth 
  perception,and must fight in melee with a 
  -1 penalty "to hit"and when using ranged 
  weapons with a -2 penalty "to hit."Their 
  former wings have been transformed into 
  thin stubby feathered arms with hand-like 
  appendages (New Body Parts). These 
  newly acquired "hands,"although only 
  having three fingers, are what permit the 
  Gallus Gallus 
  5/13's 
  to manipulate 
  artifacts and weapons. 
       Probably their most effective mutation 
  of all, and the one used with great 
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  39 
  cunning,is their Chameleon Powers for 
  this allows them to often attack without 
  first being seen by their victims. Unknown 
  to all these mutant chickens is their lack 
  of 
  resistance 
  to 
  poison 
  of 
  any 
  type.Poison is instant death to the Gallus 
  Gallus 5/13 unless the correct antidote is 
  immediately administered. Even then 
  there is only a 50% chance that the 
  mutant will live. 
   
  GARF 
   
  NUMBER: 1 or schools of 1d8 
  FREQUENCY: Common 
  MORALE: 8 
  HIT DICE: 5d8 (20) 
  ARMOR: 8 
  SIZE: M (1,5m) 
   
  LAND SPEED: 6/900/72 
  SWIMMING: 15/900/24 
   
  MS: 2d6+4   
  IN: 1d4+4 
  DX:  1d10+11 
  CH: 1d6+5 
  CN:  1d10+11 
  PS: 1d10+11 
   
  BASE STOCK:  Gar 
  HABITAT: Wetlands and Swamps 
  DIET: Omnivore 
  ATTACKS: 1xWeapon 
  MUTATIONS: New Body Parts -Legs; 
  Amphibious; Heightened Sense – smell; 
  Immunity - poison 
   
  DESCRIPTION: These mutant gars have 
  been adopted by certain communities of 
  humans as a semi-aquatic substitute for 
  the watchdogs of old. They are fiercely 
  loyal to their masters, and very energetic 
  in the defense of their territory, both 
  above and below the waterline.  
       While 
  they 
  are 
  at 
  a 
  slight 
  disadvantage on land, they more than 
  make up for it in the water. Garfs have a 
  vicious bite that does 1d10 damage, and 
  can exert considerable pressure witht 
  their jaw, such that if a Garf is really mad 
  at you, they can lock on for 20 - the 
  victim's Strength in rounds, doing 1d6 
  points of additional damage per round 
  until killed or called off. Believe it or not, 
  they're very good with children, if a bit 
  damp. 
   
  GAZILLA MONSTER 
  NUMBER: 1 
  FREQUENCY: Rare 
  MORALE: 9 
  HIT DICE: 22d10 (110) 
  ARMOR: 2 
  SIZE: G (15-40m) 
   
  LAND SPEED: 18/1800/36 
   
  MS: 3d4+4 
  IN: 1d4 
  DX: 1d10+2 
  CH: 1d4 
  CN:  1d10+11 
  PS: 4d20+30 
   
  BASE STOCK:  Monitor Lizard 
  HABITAT: Deserts & Deathlands 
  DIET: Carnivore/Insectivore 
  ATTACKS: 1xBite (5d8+poison) 
  MUTATIONS: 
  Taller; 
  Sonic 
  Blast; 
  Immunity – radiation; Radioactive; Poison  
  -Int 15/destructive 
   
  DESCRIPTION: 
  One 
  of 
  the 
  most 
  terrifying menaces of the deep deserts, 
  these gigantic mutant gila monsters are 
  generally 
  15-40 
  meters 
  long, 
  and 
  constantly give off Intensity Level 10 
  Radiation. They bite for 5d8 damage, 
  also injecting an Intensity Level 15 
  Poison. They can loose a mighty roar 
  similar to a Sonic Blast.  
       Gazilla Monsters hunt giant insects, 
  and will sometimes mistake vehicles for 
  prey animals. They occupy the top of the 
  natural food chain, and only have each 
  other and combat robots to look out for. 
  They aren't as universally feared as the 
  Landshark because they are very rarely 
  encountered near settled areas. 
   
  GREEP 
   
  NUMBER: 3d6+4 
  FREQUENCY: Uncommon 
  MORALE: 7 
  HIT DICE: 6d6 (18) 
  ARMOR: 10 
  SIZE: M (1m) 
   
  LAND SPEED: 12/900/18 
   
  MS:  2d4+2 
    IN: 2d6+2 
  DX:  1d10+11 
  CH: 1d10+2 
  CN:  1d8+6 
  PS: 1d10+11 
   
  BASE STOCK:  Frogs 
  HABITAT: 
  Swamps, 
  Wetlands, 
  Temperate Woodlands 
  DIET: Carnivore 
  ATTACKS: 1xBite (1d8) or by weapon 
  MUTATIONS: Modified Body Parts -
  crude hands; Full Biped; Light Sensitivity 
  [D]; Skin Structure Change - transparent 
  [D]; Ultravision; Jumping Ability; Thought 
  Imitation; Phobia - bright light [D] 
   
  DESCRIPTION: "Watch yourself, or the 
  Greeps'll getcha." is what parents warn 
  their children in the swamps and bayous 
  of The New South, and sadly it's often 
  true. These creatures are hated for their 
  nighttime raids on the settlements of 
  other species, usually for the purpose of 
  finding the weak or defenseless to bear 
  off and devour. Greeps are barely 
  sentient, but very devious, and their 
  attacks 
  are 
  well 
  co-ordinated 
  and 
  merciless. They practice no art or culture, 
  but they have enough of a language to 
  get by, and know how to make use of 
  tools, especially weapons.  
       Greeps 
  generally 
  carry 
  simple 
  weapons like knives and clubs, until such 
  devices rust and decay into uselessness. 
  If unarmed a Greep can bite for 1d8 
  damage with it's needle sharp teeth. A 
  small percentage of the species, known 
  as Screamin' Greeps, have developed 
  the extra mutant ability to project Sonic 
  Blasts for 3d6 damage. 1 in 100 
  creatures will posess this mutation.  
       Greeps are terrified of bright, artifact 
  light sources, and will flee if confronted 
  by them. They tend to lay low during 
  daylight 
  hours, 
  in 
  carefully 
  hidden 
  underwater 
  lairs. 
  Most 
  larger 
  communities actively hunt Greeps, and 
  pay a decent bounty for a Greep skull, 
  but the creatures' cunning and rapid 
  breeding rate helps them to remain an 
  everpresent threat.  
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  40 
  GWLL 
   
  NUMBER: 20-50 
  FREQUENCY: Uncommon 
  MORALE: 6 
  HIT DICE: 12d8 (48) 
  ARMOR: 8 
  SIZE: L (2.5m) 
   
  LAND SPEED: 9/600/12 
  FLYING: 12/900/24 
   
  MS:   2d6+4 
   IN: 1d4+1 
  DX:  1d10+4 
  CH: 1d3 
  CN:  3d6+4 
  PS: 3d6+2 
   
  BASE STOCK:  Holstein Cows 
  HABITAT: Plains 
  DIET: Herbivore 
  ATTACKS: 1xHorns (1d4)  
  MUTATIONS: 
  Airsail; 
  Regeneration; 
  Horns; 
  Periodic 
  Amensia 
  [D]; 
  Shapechange 
   
  DESCRIPTION: Gwyll are one of the 
  many mutant cattle genotypes (see 
  Rakoxen). Other than an airsail on more 
  flexable legs, they look no different than 
  unmutated cows. They are filled with the 
  need to taste new plants (i.e. the PCs 
  who have been laughing at their animal 
  counterparts when a large carnivore is 
  near).  
       When they see a plant they have 
  never tasted before, they charge trying to 
  be one of the lucky ones to have a bite. If 
  struck, one will turn to a gas and run. 
  This does not affect the gwyll around it. 
       They breed fast, and so are common 
  prey for many carnivorous plants. They 
  do learn and will not charge remembered 
  predators. 
   
  HAWKWOLF  
  (Death From Above) 
   
  NUMBER: 1d6+4 
  FREQUENCY: Rare 
  MORALE: 7 
  HIT DICE: 17d6 (61) 
  ARMOR: 4 
  SIZE: M (2.5m beak to tail) 
   
  LAND SPEED: 24/1800/36 
  FLYING: 16/900/24 
   
  MS:   1d10+2 
   IN: 1d4 
  DX:  3d6 
  CH: 1d4+2 
  CN:  1d10+11 
  PS: 2d20+10 
   
  BASE STOCK:  Timber Wolf 
  HABITAT: Mountains, Ruins  
  DIET: Carnivore 
  ATTACKS: 2xClaws (1d12) or 1xBite 
  (1d8) 
  MUTATIONS: Wings; New Body Parts -
  claws and beak; Partial Carapace; 
  Empathy  
   
  DESCRIPTION: These mutant, "hybrid" 
  members of of the canine family appear 
  to be a cross between the timber wolf 
  and a red winged hawk.  Their bodies 
  and hind quarters are canine, but they 
  have sharp talons and bird like forelegs.  
  Their snouts have been replace by a 
  sharply hooked beak and wings sprout 
  from their backs. 
       They are pack animals like normal 
  wolves, and use their advanced level of 
  empathy to communicate with one 
  another and to gauge their prey or an 
  enemies emotions.  The males fight 
  amongst themselves for leadership of the 
  pack.  These battle will usually take place 
  in 
  the 
  air 
  with 
  the 
  vanquished 
  plummetting to their deaths far below.  
  The 
  pups 
  are 
  born 
  sightless 
  and 
  flightless and make prized pets for the 
  wealthy of many species.  The Carrin are 
  especially fond of them as pets and have 
  been attempting recently to "corner the 
  market" in the HawkWolf pup trade.  
  Their greatest enemy in the wild is the 
  Yexil, as they fight over favored nesting 
  site. 
   
  HI-SNAKE (Rattler) 
   
  NUMBER: 1d3 
   
  FREQUENCY: Rare 
  MORALE: 6 
  HIT DICE: 4d8 (16) 
  ARMOR: 4 
  SIZE: L (1,5-2m) 
   
  LAND SPEED: 6/30/12 
   
  MS:   1d6+1 
   IN : 2d4 
  DX:   3d4 
  CH: 1d4+1 
  CN:  2d6+5 
  PS: 1d10+2 
   
  BASE STOCK: Rattle snake  
  HABITAT: Pine forests 
  DIET: Carnivore 
  ATTACKS: 1xBite (1d4+1+poison) + 
  Bash (3d6) 
  MUTATIONS: 
  Physical 
  Enlargement; 
  Heightened Intelligence; Regeneration; 
  Bacteria Resistant; Heightened Strength; 
  Heightened hearing; Lightwave Man-
  ipulation 
   
  DESCRIPTION: Hi - Snakes are extrem-
  ely Large Timber Rattlesnakes with the 
  ability to become invisible at will. They 
  are immune to laser and light based 
  attacks of any kind.  They attack by 
  striking (Speed 18) do 2-5 points of 
  damage and inject a poison ( 7 Strength) 
  in their victim. If the Hi - Snake succeeds 
  in biting a target, its' unusual strength will 
  allow it to fling a man sized victim 3-6 
  Meters doing an additional 3d6 of crush 
  or bash damage the following melee 
  round. 
  Because 
  of 
  its' 
  heightened 
  hearing’ Hi -Snakes are almost never 
  surprised.  
       These solitary snakes are found 
  everwhere in the Rocky Mountains and 
  will attack men, mutants, and other 
  animals at will, and especially during 
  molting season (Spring & Fall) when they 
  are near to being totally blind. Hi-Snakes 
  hibernate during the winter. 
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  41 
  HOLCUT (Ugly Friend) 
   
  NUMBER: 1d12 
  FREQUENCY: Common 
  MORALE: 6 
  HIT DICE: 10d6 (30) 
  ARMOR: 4 
  SIZE: S (1m) 
   
  LAND SPEED: 16/900/24 
   
  MS:   2d4 
  IN: 2d4 
  DX:  2d4+1 
  CH: 1d3 
  CN:  2d4+1 
  PS:  2d6 
   
  BASE STOCK:  Dog 
  HABITAT: Ruins, forest, and plains 
  DIET: Carnivore 
  ATTACKS: 1xBite (3d6) 
  MUTATIONS: 
  Heightened 
  Senses 
  -
  vision and smell 
   
  DESCRIPTION: Holcut are quadruped 
  mammals, have rough, reddish-brown, 
  rhino-like hide and have two rows of 
  teeth that are designed to rip and shred.  
  Otherwise they are built like a normal dog 
  and occupy that position in many 
  people's lives.  Easily trained and very 
  intelligent, a holcut can learn up to six 
  tricks or commands from a proper trainer.  
  They have become very popular hunting 
  and guard animals over the years.  Their 
  funny 
  looking 
  muzzle 
  houses 
  an 
  elaborate olfactory system full of baffles 
  and filters, anything that attacks by 
  inhalation has no effect on them. 
      Holcut can be quite lovable (despite 
  their ugliness) and fun to have around 
  (despite 
  their 
  favorite 
  pastime- 
  mudwallowing).  Encountering a pack of 
  holcut in the wild can be dangerous.  
  Their excellent eyesight makes them 
  marvelous 
  hunting 
  companions 
  and 
  combined with their intelligence and 
  teeth, fearsome predators. 
   
  HORSY (Sea Stallion)  
   
  NUMBER: 1d6  
  FREQUENCY: Uncommon 
  MORALE: 8 
  HIT DICE: 6d6 (18)  
  ARMOR: 5  
  SIZE: L (4-5m long) 
   
  WATER SPEED: 15/1800/36  
   
  MS: 2d6+2    
  IN: 1d4  
  DX: 1d8+4  
  CH: 1d4  
  CN: 1d6+6  
  PS: 2d10+8  
   
  BASE STOCK:  Sea Horse 
  HABITAT: Oceans 
  DIET: Herbivore 
  ATTACKS: Ram (2d10 damage)  
  MUTATIONS: None 
    
  DESCRIPTION: 
  Horsy 
  (sometimes 
  spelled 
  Horsea) 
  are 
  giant 
  ridable 
  seahorses. Many underwater races prize 
  them as mounts. They are capable of 
  very fast movement underwater and are 
  easy to train once domesticated. Their 
  only attack consists of smashing into an 
  opponent. The Horsy must have enough 
  room to move in order to use this attack. 
  Horsy are quite loyal creatures whether 
  it’s to a family group or rider.  
   
  HWAN-HUL 
   
  NUMBER: 2d6 
  FREQUENCY: Very Rare 
  MORALE: 7 
  HIT DICE: varies 
  ARMOR: varies 
  SIZE: M (1,5m) 
   
  LAND SPEED: 12/1800/36 
   
  MS:   3d6 
  IN: 3d6+2 
  DX: 3d6 
  CH: 3d6 
  CN:  3d6-2 
  PS: 3d6 
   
  BASE STOCK:  Human 
  HABITAT: Mountains 
  DIET: Omnivore 
  ATTACKS: by Weapon 
  MUTATIONS: Heightened Intelligence 
  x2; Regeneration; Dual-Brain; Height-
  ened Brain Talent; Magnetic Control, 
  Illusion Generation 
   
  DESCRIPTION: These silver haired 
  Albinos are naturally talented mutant 
  leaders with a nose for technology and 
  with exceptional abilities to lead, 
  organize, and motivate other mutants.  
       The Hwan - Hul are easily iden-tfiable 
  by 
  their 
  albino 
  skin 
  and/or 
  their 
  natural  white fur coat. They generally 
  avoid combat relying on subterfuge, 
  illusion, deception, and their followers to 
  achieve their goals. They work to protect 
  all living species, and are commonly 
  found 
  in 
  mountain 
  front 
  range 
  communities.  
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  42 
  HYDRA 
   
  NUMBER: 1 
  FREQUENCY: Very Rare 
  MORALE: 7 
  HIT DICE: 23d8 (92) 
  ARMOR: 4 
  SIZE: G (10m length) 
   
  LAND SPEED: 20/1500/35 
   
  MS:   1d10+3 
   IN: 1d10+11 
  DX:   3d6+4 
  CH: 1d4 
  CN:  1d20+10 
  PS: 1d20+30 
   
  BASE STOCK:  Snake 
  HABITAT: Any nonartic         
  DIET: Carnivore 
  ATTACKS: 5xBite (2d6) 
  MUTATIONS: 
  Dual 
  brain- 
  5 
  Heads/brains; Gas generation-  burning, 
  Night Vision; Nocturnal [D]; Poison , Rad-
  iating eyes; Regeneration; Sonic blast; 
  Mental blast; Mental reflection; Immune 
  to radiation and sonic attacks 
   
  DESCRIPTION: Hydras are mutated 
  serpents which greatly resemble the 
  hydra of legend.  Their long slender 
  bodies each sport five heads.  Each head 
  is mounted on a 2 m long neck and is a 
  different color.  The body is generally a 
  basic green or brown, but the heads are 
  green, blue, red, black, and white. 
      Hydras are very aggressive hunters 
  and deadly in combat.  Each of the 
  hydra's heads has control of a particular 
  attack form: the green head controls the 
  gas generation mutation, the blue head 
  controls the mental blast mutation, the 
  red head controls the radiating eyes 
  mutation, the black head is poisonous, 
  and the white head controls the sonic 
  blast mutation.  A specific head may be 
  targeted by the hydra's opponent, but he 
  receives a -4 penalty to hit and each 
  head can withstand 15 points of damage.  
  Generally, when in close combat, only 
  three heads can attack a man-sized 
  creature at once.  However, all heads 
  can 
  be 
  used 
  to 
  combat 
  multiple 
  opponents. 
      The hydra's mental reflection mutation 
  is a unconscious collaboration of all the 
  heads.  For each head destroyed, the 
  hydra loses not only that head's attack 
  ability, but also the mutation controlled by 
  that head.  
       Hydras are very unsociable creatures.  
  They only come together during mating 
  season.  After being fertilized by the 
  male, the female, who is usually 4 meters 
  or greater in length than the male and 
  has 3 additional  hit dice, kills and eats 
  the male.  After the meal, the female 
  travels in search of a radiated region in 
  which to lay her eggs.  During this period, 
  the female eats only when necessary and 
  tends to ignore other creatures.When a 
  nest has finally been prepared, the 
  female lays 6-12 eggs, covers them with 
  dirt or sand, and then leaves.  The eggs 
  hatch 3-4 days later and the young 
  hydras dig themselves out. 
   
  KAIUTE 
   
  NUMBER: 2d12 
  FREQUENCY: Uncommon 
  MORALE: 6 
  HIT DICE: 8d10 (40) 
  ARMOR: 6 (9) 
  SIZE: M (1,5m) 
   
  LAND SPEED: 15/900/18 
   
  MS: 2d6+4   
  IN: 1d10+11 
  DX: 1d10+11 
  CH: 1d10+2 
  CN:  1d6+8 
  PS: 1d10+5 
   
  BASE STOCK:  Coyote 
  HABITAT: All except Deathlands 
  DIET: Carnivore 
  ATTACKS: 1xBite (1d8) or by weapon 
  MUTATIONS: Military Genius, Body 
  Control, 
  Sound 
  Imitation, 
  Precision 
  Telekinesis, Bite Attack, New Body Parts 
  -partial 
  biped, 
  sophisticated 
  hands, 
  sophisticated Vocal Chords. 
   
  DESCRIPTION: These mutant coyotes 
  have developed into a tribal society that 
  are the sworn enemys of humankind. 
       They control large portions of the 
  Okayhome Territory, and are pushing 
  into Texas at an alarming rate. The 
  Kaiutes are well organized, and skilled at 
  traps and sabotage. They are posessed 
  of a black sense of humor, pulling nasty 
  pranks on those they can't or don't want 
  to kill outright. Kaiute packs usually arm 
  themselves with spears or muskets, and 
  wear fiber armor, riding Centisteeds as 
  mounts, but they are not adverse to using 
  artifact weapons when they can get 
  them. They can also bite for 1d8 
  damage.  
       Kaiutes are ruthless and opportunistic. 
  Their one weakness is alchohol, and they 
  can be bribed with it in some situations. 
  Many 
  dangerous 
  Cryptic 
  Alliances, 
  especially Animal Supremacy groups, 
  count whole Kaiute tribes as members. 
  They worship their own trickster diety, 
  and greatly fear the sentient machines of 
  the ancients. 
   
  KATKIN (Cat Folk) 
   
  NUMBER: 1d6 
  FREQUENCY: Common 
  MORALE: 6 
  HIT DICE: 9d8 (36) 
  ARMOR: 4 
  SIZE: S (1m) 
   
  LAND SPEED: 15/900/24 
   
  MS:  1d10+11 
   IN: 1d10+11  
  DX:  2d8+5 
  CH: 3d4+4 
  CN:  1d10+2 
   PS: 1d10+2 
   
  BASE STOCK: Common House Cat 
  HABITAT: Forests 
  DIET: Carnivore 
  ATTACKS: 2xClaw (1d6) and 1xBite 
  (1d6) or by Weapon 
  MUTATIONS: 
  Heightened 
  Speed 
  & 
  Balance, Imitation of Thought & Sound 
   
  DESCRIPTION: Katkins are a mutated 
  form of the common hause cat, standing 
  about one meter tall when walking erect 
  (which they often do).Coloration can 
  range from white- to orange-striped, but 
  gray-striped and brown or black solid 
  colors are the most common. These 
  intelligent creatures have not lost their 
  fangs or their claws, though the claws of 
  their manipulative forepaws are not 
  proportionately as long as the rear ones.  
       Katkins are rather shy and reclusive, 
  using 
  their 
  heightened 
  speed 
  and 
  balance to live arboreal lives, ranging 
  amidst the upper branches of woodlands 
  to hunt and explore. One or more katkins 
  will construct a well-concealed hut of 
  woven vines and branches high up in the 
  largest of trees, dwelling there during 
  summer months. Winter quarters are 
  typically in hollow tree trunks. 
       Katkins have bath sound and thought 
  imitation copabilities; so, in addition to 
  their normal body weaponry (two claw 
  attacks and a bite per turn, each doing 1-
  6 
  points 
  of 
  damage), 
  they 
  have 
  dangerous imitative abilities as well. 
       Katkins have been known to possess 
  and use small technological devices 
  (pistols, vibro daggers, etc.). Employment 
  of normal weapons suited to their size 
  and strength is fairly common around the 
  creatures’ home. 
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  43 
  KOODA 
   
  NUMBER: 2d6 
  FREQUENCY: Uncommon 
  MORALE: 2d4+1 
  HIT DICE: 12d6 (36) 
  ARMOR: 7 
  SIZE: L (4-5m) 
   
  SWIMMING: 30/2250/45 
   
  MS: 1d4  
   IN: 1d4 
  DX:  1d10+5  
  CH: 1d4 
  CN:  3d4+8  
  PS: 1d12+8 
   
  BASE STOCK: Great Barracuda  
  HABITAT: Oceans 
  DIET: Carnivore 
  ATTACKS: 1 bite (3d6 damage) 
  MUTATIONS: 
  Taller; 
  Chameleon 
  Powers; Speed Increase (Improved) 
   
  DESCRIPTION: 
  This 
  mutated 
  descendant of the great barracuda 
  retains many of the habits of its ancestor. 
  To become a successful feeder, the 
  Great Barracuda developed a technique 
  of racing through a school of fish with its 
  blade like teeth attacking the helpless 
  fish. After it injures and immobilizes some 
  of the fish, the barracuda returns to 
  snatch them up. Koodas do the exact 
  same thing, but are even more effective 
  due to their larger size and their 
  mutations. The Kooda's Speed Increase 
  is improved in that it can be used three 
  times per day. Koodas use their highly 
  evolved instincts to take advantage of the 
  disorder that occurs around dusk, when 
  the nighttime fish switch places with the 
  daytime fish. It is at this time, when their 
  prey least expect it, that koodas make 
  their attack. 
   
  LETHARP 
   
  NUMBER: 1 
  FREQUENCY: Very Rare 
  MORALE: 8 
  HIT DICE: 20d8 (80) 
  ARMOR: 4(head) 7(body) 
  SIZE: H (4-7m) 
   
  SWIMMING SPEED: 9/1800/36 
   
  MS: 2d4+4   
  IN: 1d4 
  DX: 1d10+2 
  CH: 1d4 
  CN:  5d4 
  PS: 1d12+6 
   
  BASE STOCK: Catfish  
  HABITAT: Freshwater Lakes and Ponds 
  DIET: Underground Nutrients 
  ATTACKS: 1 
  MUTATIONS: Chameleon powers 
   
  DESCRIPTION: 
  Letharp 
  are 
  huge, 
  bottom-feeding fish which range in size 
  from four to seven meters in length. 
  Letharp have silvery-white underbellies 
  and solid or mottled backs which range 
  from blue-brown to yellow to brilliant 
  orange. Mottling is usually white, groy. ar 
  yellow. Coloration is seldom unchanging 
  for 
  very-long, 
  since 
  letharp 
  have 
  chameleon powers. Their heads are cov-
  ered with a bony plate around which are 
  many enlarged and thickened scales. 
  Projecting upwards and forewards from 
  this plate is a horn-like bone growth 
  whose length varies (accor-ding to the 
  size of the lethorp) from one meter to 
  nearly two meters.  
       Normally 
  sluggish 
  and 
  peaceful, 
  sudden movements or passing shadows 
  throw a letharp into a state of alarmed 
  frenzy which results in the creature 
  swimming in a blind rush (double normal 
  movement far up to 100 meters) towords 
  the possible threat, either to frighten the 
  intruder away or to kill by ramming with 
  its horn. Because of this unpredictable 
  behavior boats are often smashed or 
  holed by frightened letharp. 
       Knowledgeable mariners are reported 
  to paint the bottoms of their vessels a 
  bright yellow-orange, far this color tends 
  to repel or possibly reassure the would-
  be attacker. 
   
  LOO PUR (Grey Shadow) 
   
  NUMBER: 3d6 
  FREQUENCY: Uncommon 
  MORALE: 4 
  HIT DICE: 6d6 (18) 
  ARMOR: 7 
  SIZE: L (2,5m) 
   
  LAND SPEED: 16/1200/24 
   
  MS:   2d6 
   IN: 4d4+4 
  DX:   3d6 
  CH: 2d4 
  CN:  2d6+6 
  PS: 3d4+3 
   
  BASE STOCK:  Timber Wolf 
  HABITAT: Temperate and Sub-arctic 
  forests 
  DIET: Carnivore 
  ATTACKS: 1xClaw (1d12) and 1xBite 
  (2d6) 
  MUTATIONS: 
  Chameleon 
  Powers; 
  Energy Sensitivity; Multiple Body Parts; 
  Sonic Attack; Temporal Fugue 
   
  DESCRIPTION: Loo purs are cunning, 
  carnivorous,  mutant wolves that inhabit 
  great portions of Northern Meriga. These 
  six-legged 
  (Multiple 
  Body 
  Parts) 
  creatures are silvery grey in color and 
  have glowing red eyes. A fierce predator 
  made more deadly by its Chameleon 
  Powers, loo purs travel in packs when 
  hunting food in the forests and plains. 
  When close to prey, these mutants let out 
  a terrifying howl (Sonic Attack) and then 
  strike with lightning speed. Individual 
  mutant wolves within a pack will, on 
  occasion, use their power of Temporal 
  Fugue to make an entire pack of loo pur 
  appear larger and more menacing to 
  opponents. Lone loo purs often use this 
  mutation to make prey believe there is 
  more than one present.  
       Standing 1 and a half meters tall at 
  the shoulder, this mutant is able to carry 
  a single rider of less than 50kg without 
  any loss of speed. Obtaining a loo pur for 
  a mount would require some form of 
  mental force, as they are extremely 
  intelligent, speak Trade language, and 
  can even use some artifacts of the 
  Ancients 
  (limited 
  by 
  their 
  physical 
  constraints and their mutational defect – 
  see below). All of these mutated wolves 
  are afraid of electrical power, robots, etc. 
  (Energy Sensitivity Defect) and will avoid 
  such items at all cost.     
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  44 
  MAALI 
   
  NUMBER: 1 
  FREQUENCY: Rare 
  MORALE: 9 
  HIT DICE: 11d8 (44) 
  ARMOR: 6 
  SIZE: L (2,5m) 
   
  LAND SPEED: 12/600/12 
   
  MS:  1d10+11 
  IN: 2d8+1 
  DX:  2d4+1 
  CH: 1d6+1 
  CN:  3d6+1 
  PS: 1d10+12 
   
  BASE STOCK:  Moose 
  HABITAT: Temperate Woodlands 
  DIET: Herbivore 
  ATTACKS: 
  1xAntler(2d8) 
  and 
  2xClaws(1d6)  or by Weapon 
  MUTATIONS: Dual Brain; Force Field 
  Generation; Illusion Generation; Weather 
  Manipulation; 
  Displacement; 
  Epilepsy 
  [D]; Sonic Blast; Bodily Control  
   
  DESCRIPTION: These solitary creatures 
  are rarely seen and only a few of them 
  are known to exist in this region. Evolving 
  over the years from the haphazard 
  exposure to high energy radiation, Maali 
  seem to be the distorted descendents of 
  the North American moose.Their general 
  appearance is still moose-like as they still 
  possess short brown fur and large 
  branching antlers. These bony and sturdy 
  antlers usually grow over a meter in 
  height and are used as deadly weapons 
  by these mutants. Maali are four-legged 
  creatures when travelling over great 
  distances or when running, but through 
  successive mutations they have evolved 
  thick muscular hind legs. A startling 
  development in these mutants was their 
  change from hooven front feet to leathery 
  human-like hands. The combination of 
  strong rear legs and manipulative front 
  hands has permitted these creatures to 
  stand up, walk around, and use tools, 
  weapons, and devices of the Ancients.  
       Outstretched on its hind legs,a Maali 
  stands over 3.5 meters tall. The most 
  amazing aspect of these mutants though 
  is their ability to speak. Rumor has it that 
  they even understand the language of 
  humans! Maali live in forest areas, but 
  they are occasionally found in grassy 
  locales when encountered migrating from 
  one forest to another. They enjoy eating 
  vegetation of all kinds and are known to 
  have enormous appetites. All Maali hate 
  meat. 
       These beasts are almost always 
  leaders of a large territory within the 
  forest.It is very rare for another creature 
  to challenge the Maali's authority within 
  its domain,and in return the mutant 
  moose becomes a fierce protector of its 
  forest home.The facial expressions of 
  these mutants have been scarred by the 
  cruel effects of radiation,so much so that 
  their crossed-eyes and drooping tongues 
  have made them 
  appear 
  as idiot 
  creatures.This impression is often the 
  downfall of most enemies, since Maali 
  are a dangerous and deadly foe if 
  provoked.These mutated moose possess 
  great mental powers and having a dual 
  brain allows them to function quite 
  effectively in the wild forests.  
       Maali 
  are 
  fascinated 
  by 
  high 
  technology and will always try to acquire 
  artifacts and items created by the 
  Ancients.They are very skilled in the 
  handling of such items and they enjoy 
  using 
  these 
  devices 
  whenever 
  the 
  opportunity arises. However, the sight of 
  robotic units sends these mutants into 
  epileptic trances (Epilepsy defect).Maali 
  will remain motionless for a period of 
  about 10 minutes when robotic units are 
  first seen,then afterwards they will react 
  normally. 
   
  MAKEEN  [Skreecher] 
   
  NUMBER: 1d4 
  FREQUENCY: Uncommon 
  MORALE: 6 
  HIT DICE: 13d6 (39) 
  ARMOR: 9 
  SIZE: S (1.5m) 
   
  LAND SPEED: 12/1800/36 
  GLIDING: 6/300/16 
   
  MS:  2d6+1 
   IN: 1d4 
  DX:  1d10+11 
  CH: 1d8+1 
  CN:  2d8+4 
  PS: 1d10+5 
   
  BASE STOCK:  Spider Monkey 
  HABITAT: Any Tropical Forest 
  DIET: Omnivore 
  ATTACKS: 1 or 2xBite (1d3) 1xClub 
  (1d6) 
  MUTATIONS: Heightened Constitution;  
  New Body Parts - extra eyes,prehensile 
  tail;  Multiple Limbs - extra arms; Air Sail; 
  Stunning 
  Force; 
  Fear 
  Generation; 
  Bipedal 
   
  DESCRIPTION: A Makeen appears as a 
  large American Spider Monkey, with 
  three major exceptions.  Instead of two 
  eyes, Makeens have four.  The two 
  additional eyes are located just above 
  each ear, giving them excellent vision.  
  They also have two additional arms, one 
  arm at the top of the hip on each side.  
  Between the arms on each side stretches 
  a skin membrane, used by a Makeen to 
  glide when jumping across large  
  spans between trees.   
  Makeens attack with two crude 
  clubs or, if weaponless, by biting.  They 
  will use their Fear Generation when first 
  encountered, trying to avoid conflict.  
  They activate this power by screaming 
  loudly at the target.  They won't use 
  Stunning Force until a morale check is 
  needed.  If it fails, all of the Makeens 
  present will use their Stunning Force 
  mutation and then try to flee.  A Makeen 
  activates the Stunning Force with a very 
  high pitched scream.  Note that neither 
  the Fear Generation or Stunning Force is 
  a sonic attack, so protection against 
  sonics have no effect.  These are mental 
  attacks. 
       Makeens have an arboreal society, 
  never coming to the ground unless 
  necessary.  They build sleeping areas in 
  trees with branches, leaves and twigs.  A 
  large band can number up to 30, 
  including young and females.  The young 
  have no combat ability, but females are 
  just a capable as the males.  Makeens 
  will defend their home territory and young 
  with a morale of 6 for flight, but the 
  standard 10 for the use of their Stunning 
  Force mutation.  Thus, a Makeen can 
  use its Stunning Force ability without 
  fleeing when defending its home. 
   
  MINGO 
   
  NUMBER: 1-20  
  FREQUENCY: Uncommon 
  MORALE: 1d6+2  
  HIT DICE: 3d6 (9) 
  ARMOR: 8  
  SIZE: M (1m tall) 
   
  LAND SPEED: 4/400/15  
  WATER SPEED: 12/900/15  
   
  MS: 2d6+4    
   IN: 1d6+6  
  DX: 1d6+12  
  CH: 1d4+4  
  CN: 1d8+6  
  PS: 1d10+8  
   
  BASE STOCK:  Flamingo 
  HABITAT: Any temperate wetlands 
  DIET: Carnivore 
  ATTACKS: 1 beak (2d6 damage)  
  MUTATIONS: Gills; sonar 
    
  DESCRIPTION: 
  Mingos 
  are 
  birdlike 
  creatures descended from Flamingos. 
  They are now more at home in the water 
  than they are on land. Mingos travel in 
  groups to track hunt their meals, often 
  looking like a large school of long legged 
  fish when encountered underwater. They 
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  45 
  still retain the ability to hunt while 
  standing along shores, but find prey 
  easier to catch in the open sea. They no 
  longer have the capability to fly because 
  of their water adaptations. They have 
  been known to attack humans or human-
  oids when hungry. 
   
  MINDA RAY 
   
  NUMBER: 1d4   
  FREQUENCY: Very Rare 
  MORALE: 1d8+4  
  HIT DICE: 2d6  
  ARMOR: 9  
  SIZE: M (1-2m) 
   
  WATER SPEED: 8/900/16  
   
  MS: 5d6+4    
   IN: 1d6  
  DX: 1d10+4  
  CH: 1d4  
  CN: 1d8+6  
  PS: 1d6  
   
  BASE STOCK:  Manta Ray 
  HABITAT: Near sentient reefs 
  DIET: Carnivore 
  ATTACKS: See below.  
  MUTATIONS: See below. 
    
  DESCRIPTION: 
  This 
  creature is 
  a 
  detached part of a sentient coral reef 
  (see above). A successful attack means 
  the creature has bitten its target  (1d4 
  damage). A second attack against the 
  victims AC means the creature has 
  attached itself to the victim and stabs the 
  victim for 1d6 damage. A third attack 
  means the creature has entangled the 
  spinal cord and now controls the creature 
  via the Coral Reef. Once the creature is 
  attached, all of the target creatures 
  abilities are under the control of the reef. 
  Any land creature which is controlled by 
  the Minda Ray can breathe in  both the 
  water and on land as the ray breathes for 
  the creature underwater and the creature 
  after 10-20 seconds can breathe for both 
  creatures on land. 
   
  MISSISSIPPI BRAINHOUND 
   
  NUMBER: 1d6 
  FREQUENCY: Uncommon 
  MORALE: 4 
  HIT DICE: 6d6 (18) 
  ARMOR: 7 
  SIZE: S (.5m at the shoulder) 
   
  LAND SPEED: 3 
   
  MS: 1d10+11  
   IN: 1d4 
  DX: 1d8+5 
  CH: 1d4+2 
  CN:  1d12+4 
  PS: 2d6+2 
   
  BASE STOCK:  Bloodhound 
  HABITAT: Any temperate 
  DIET: Carnivore 
  ATTACKS: 2xBite (1d8) 
  MUTATIONS: Telepathy; Psychometry; 
  Telekinetic 
  Flight; 
  Telekinetic 
  Bite; 
  Precision Telekinesis 
   
  DESCRIPTION: This prized breed of 
  mutant dog doesn't look like much, 
  beyond being ugly in a cute kinda way. 
  They move very slowly, if at all, on their 
  stubby little legs, and rarely make any 
  kind of sound short of a muffled grunt 
  once in a while. However, what they lack 
  in physical presence is more than made 
  up for in their powerful mental abilities.  
       Brainhounds are used primarily as 
  trackers, hunting their quarry thru a 
  special Telepathic link that can be gained 
  from 
  a 
  Psychometric 
  reading 
  of 
  something from the target's posessions. 
  In other words, on a faint psionic 
  impression from, say, an article of 
  clothing, a Brainhound can track you out 
  to a radius of 20 km. An uncanny baying 
  that echoes in the target's mind only, 
  while the dog floats silently along in 
  pursuit, makes them the last thing you 
  want to be on the wrong side of.  
       When threatened, a Brainhound will 
  defend itself with a telekinetic "bite" at a 
  range of 10 meters, doing 1d8 damage in 
  an attack seemingly out of thin air. 
  Brainhounds 
  posess 
  slightly 
  above 
  average intelligence for dogs, and make 
  loyal, if somewhat aloof, companions. 
  Their extensive Telepathic range makes 
  them unbeatable watchdogs as well. 
   
  NY’AN 
   
  NUMBER:  3d4 
  FREQUENCY: Rare 
  MORALE:  8 
  HIT DICE:  9d6 (27) 
  ARMOR:  5d6 (15) 
  SIZE: M (1m wingspan) 
   
  LAND SPEED: 4/400/8 
  FLYING: 24/2400/48 
   
  MS:  2d4+6 
  IN:  2d6 
  DX:  3d6 
  CH: 2d4 
  CN:  3d6 
  PS: 2d6+4 
   
  BASE STOCK:  Bat 
  HABITAT: Underground, Ruins 
  DIET: Carnivore 
  ATTACKS: 2xBite (1d6) 1xTail (2d4) 
  MUTATIONS: Poison - Int see below; 
  Radar/Sonar 
   
  DESCRIPTION: 
  Ny’An are leathery, 
  mammalian creatures with two wings, no 
  legs, and a long prehensile tail with a 
  stinger in the end. At a quick glance they 
  can be mistaken for obbs. When they 
  successfully strike with their tail there is 
  an 85% chance of poison being injected 
  into the victim. The poison is always a 
  variable level for each ny’an (2d6+2 
  Intensity). Ny’an prefer caves, ruins and 
  other dimly lit areas where they can lurk 
  around.  
   
  ORCOID 
   
  NUMBER: 2d10 
  FREQUENCY: Rare 
  MORALE: 8 
  HIT DICE: 20d8 (80) 
  ARMOR: 3 
  SIZE: H (8m) 
   
  SWIMMING: 24/1800/36 
   
  MS:   3d6+2 
  IN: 1d10+11 
  DX:   1d10+11 
  CH:  1d10+2 
  CN:   1d10+15 
  PS:  1d20+20 
   
  BASE STOCK:  Killer whale 
  HABITAT: Large lakes or oceans 
  DIET: Carnivore 
  ATTACKS: 1xBite (8d8) or 1xTailslap 
  (6d8) or 1xRam (8d8) 
  MUTATIONS: Horn; Partial Carapace; 
  Sonar; 
  Sonic 
  Blast; 
  Death 
  field 
  generation; Telekinetic flight; Immune to 
  death field generation  
   
  DESCRIPTION: 
  These 
  intelligent, 
  mutated killer whales spend much of their 
  time peacefully hunting schools of fish, 
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  46 
  but can become deadly enemies when 
  aroused. 
       In combat, orcoids employ group 
  tactics. They will use their death field 
  generation mutation and immunity to it to 
  maximum effect. In the case of surface 
  combat (i.e., the attackers are in boats), 
  some of the orcoids will use their 
  telekinetic flight mutations to ram or bite 
  their opponents, while their brethren 
  attack the ship. Due to the large single 
  horn protruding from their foreheads and 
  the protective shell surrounding it (much 
  like the triceratops of ancient times), 
  orcoids can ram ships with little harm to 
  themselves but cause massive damage 
  to the ships. In the case of underwater 
  combat, orcoids generally attack with 
  their sharp teeth, inflicting 8d8 points of 
  damage per bite. However, if pressed by 
  an attack from the side or rear, an orcoid 
  can normally 
  deliver 
  a 
  devastating 
  tailslap for 6d8 points of damage. If one 
  orcoid is severely harmed, its brethren 
  will attempt to distract it's opponent(s) 
  and allow the wounded orcoid to retreat 
  from battle. 
       Orcoids form special bonds with the 
  other members of their group. They will 
  defend their young and wounded to the 
  best of their ability. Because of their 
  deadly fighting skills, few things in the 
  water frighten them. Therefore, they are 
  not shy when around other life forms. As 
  long as they are not disturbed, they 
  generally keep an indifferent attitude 
  toward 
  other 
  life 
  forms. 
  They 
  communicate in a rudimentary language 
  of high pitched sounds. It is rumored that 
  the blubber from orcoids can be refined 
  and used to create an oil which protects 
  against the effects of the death field 
  generation mutation. However, due to the 
  difficulty in finding and killing orcoids, this 
  rumor has not been verified.  
   
  RASTAGATOR 
   
  NUMBER: 1d10 
  FREQUENCY: Uncommon 
  MORALE: 7 
  HIT DICE: 14d6 (42) 
  ARMOR: 5 
  SIZE: M (1,5m) 
   
  LAND SPEED: 12/1800/36 
  SWIMMING: 5/300/15 
   
  MS:   2d6+4 
  IN: 1d10+11 
  DX:   1d10+11 
   CH: 2d8 
  CN:   5d4 
   PS:  1d10+11 
   
  BASE STOCK:  Alligator 
  HABITAT: Swamps and Rivers 
  DIET: Carnivore 
  ATTACKS: 2x(1d8) 
  MUTATIONS: Crude Biped; New Body 
  Parts - sophisticated hands, crude vocal 
  chords; Heightened Strength; New Body 
  Parts – tentacles; Heightened Balance. 
   
  DESCRIPTION: Crowned by a halo of 
  agile tentacles, these mutant 'gators are 
  the kings of the riverbanks and swamps 
  where they make their lairs. Their culture 
  is composed of very loosely organized 
  tribes, with an ever shifting social 
  hierarchy of dominance and deference. 
  They pride themselves as hunters and 
  warriors and respect strength, and 
  specimens of both sexes are constantly 
  vying for territory and status. The females 
  tend to hold larger areas for the benefit of 
  their young, which are cast out to fend for 
  themselves when they've almost attained 
  their full growth.  
       In their relations with other species 
  they are ruthless pragmatists. They avoid 
  conflicts that they cannot win, and will 
  readily bargain or trade to avoid a battle, 
  but if anything stands in the way of 
  getting what they want, they will gladly 
  resort to violence. Rastagators prefer to 
  deal from a position of power, and are 
  anything but subtle, but they aren't 
  unneccessarily cruel, and harbor no 
  resentment against other creatures.  
       They 
  will make 
  use 
  of 
  artifact 
  weapons when they can get them, and 
  guard the devices jealously as status 
  symbols. They tend to prefer one handed 
  weapons due to the stubbiness of their 
  arms, and can also bite for 3d6 or strike 
  with their tentacles for 1d8 damage and a 
  Constricting attack.  
   
  ROG (Bristleback) 
   
  NUMBER: 2d4 
  FREQUENCY: Common 
  MORALE: 6 
  HIT DICE: 6d6 (18) 
  ARMOR: 8 
  SIZE: M (1.5m long) 
   
  LAND SPEED: 12/1200/30 
   
  MS:   2d6 
  IN: 1d4 
  DX:   1d4+1 
  CH: 1d4 
  CN:   3d6 
  PS:  1d6+4 
   
  BASE STOCK:  Pig 
  HABITAT: Plains & Woodlands 
  DIET: Omnivore 
  ATTACKS: 1xBite (1d6) 
  MUTATIONS: Periodic Amnesia [D]; 
  Altered Body Part; Mane/Fur 
   
  DESCRIPTION: Rogs, the most common 
  meat and domesticated animal in Meriga, 
  are descendants of the pig. They hold 
  the same place in the farming community 
  that cows do in our time. Roughly the 
  same size as a normal pig, they have 
  elongated snouts, similar to an anteater, 
  but not as long as an elephant. They 
  have a mane of fur that grows over their 
  necks and shoulders and down the ridge 
  of their spine. They suffer from periodic 
  amnesia, although most farmers just 
  assume that they are stupid. The milk 
  from a rog is slightly sweet and very 
  nutritious. Its skin and fur can be made 
  into cloth. 
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  47 
  SARBISE (Vark) 
   
  NUMBER: 1d20 
  FREQUENCY: Uncommon 
  MORALE: 7 
  HIT DICE: 10d8 
  ARMOR: 8 
  SIZE: M (2m) 
   
  LAND SPEED: 9/600/12 
  BURROWING: 3/300/9 
   
  MS:  3d6 
  IN: 1d10+11 
  DX: 1d10+11 
  CH: 1d10+11 
  CN:  2d8+4 
  PS: 1d10+8 
   
  BASE STOCK: Aardvark  
  HABITAT: Anywhere important minerals 
  are found 
  DIET: Omnivore 
  ATTACKS: 2xClaws (1d4) or  
  by Weapon (+2) 
  MUTATIONS: Heightened senses - sight, 
  smell, taste; Directional Sense 
   
  DESCRIPTION: 
  The 
  sarbis 
  looks 
  strikingly like a 2-meter-tall bipedal 
  aardvark. Its body is covered with coarse 
  yellow to gray fur, and its face is 
  dominated by a long snout. The hands, 
  while manipulative, end in powerful claws 
  good for digging and fighting. 
       Varks are not warlike creatures, and 
  mainly prefer to be left alone. They favor 
  defensive tactics, especially burrowing 
  out of danger. However, once roused, 
  they are tenacious fighters and will 
  continue until death or victory is gained. 
  They are quite comfortable with most 
  types of Tech III weaponry and will use it 
  to their best advantage. 
       Sarbises can be found in almost any 
  terrain 
  except 
  the 
  coldest. 
  Their 
  settlements or camps invariably signal 
  the presence of minerals, for the sarbis 
  are passionate miners. The camps are a 
  mixture of above and underground 
  constructions. 
       Sarbises are paranoid that others 
  (especially other sarbis) might try to 
  "claim-jump" their diggings, so most 
  camps are well defended with stockades 
  and guard towers. Attack is made doubly 
  difficult since the ground outside the 
  camp is broken by jagged heaps of 
  tailings.  
       Sarbises rely on trade for food, 
  clothing, and other interesting goods. In 
  exchange, they sell refined minerals—
  ingots of pig iron, copper, lead, tin, nickel; 
  bags of sulphur, salt, and coal; whatever 
  is useful from the earth. Because few 
  others have the talent to dig and smelt 
  these needed metals, sarbises are often 
  left unmolested, even in the most hostile 
  territories. Each camp is ruled by a 
  strong 
  man, 
  a 
  single 
  leader 
  who 
  achieved his position through bullying 
  and threat. All trading in the camp is 
  controlled by the strong man or his 
  minions. 
       Sarbises will often buy artifacts useful 
  to mining, sometimes offering other 
  artifacts or to make useful implements in 
  exchange. 
   
  SEA SERPENT, Black 
   
  NUMBER: 1 or d10+1 
  FREQUENCY: Uncommon 
  MORALE: 1d8  
  HIT DICE: 4d6 (12) 
  ARMOR: 8 
  SIZE: L (3-12m) 
   
  LAND SPEED: 6/30/12 
  SWIMMING: 6/1200/36   
   
  MS: 2d4+3 
  IN: 1d3 
  DX: 1d6+6 
  CH: 1d4 
  CN: 1d6+10 
  PS: 2d4+8  
   
  BASE STOCK:  Anaconda 
  HABITAT: See below 
  DIET: Carnivore 
  ATTACKS: 1xBite (1d8 + constriction) 
  MUTATIONS: Improved senses; Gills; 
  Size 
  Increase; 
  Sonar; 
  Confusion; 
  Susceptibility to cold 
    
  DESCRIPTION: Black sea serpents are 
  mutated snakes that have adopted the 
  anaconda's lifestyle. They are between 3 
  and 12 meters long, jet black with green 
  stripes, have thick scales, and sonar to 
  detect prey. Black sea serpents capture a 
  prey animal by biting it and coiling around 
  it. It does not crush the prey (like the 
  myths state), but instead, keep the 
  animal from breathing by compressing its 
  lungs (use suffocation rules). They then 
  swallow the prey whole, having no way of 
  chewing. If found on land, a serpent is 
  just as dangerous as if it was in the 
  water. They can be driven off by fire and 
  extreme cold.  
       Black sea serpents are only found in 
  freshwater lakes and ponds. They like to 
  hide among the weeds that float near the 
  surface and catch the birds and fish that 
  visit the weed mats. Occasionally, one 
  out hunting will fall prey to sea lilies or 
  the giant sea serpents, but otherwise 
  they tend to die of old age. They 
  hibernate during the winter on land in 
  deep mud. The snakes are considered a 
  major threat to the fishermen of both 
  bodies of water. They do not congregate, 
  except during mating, when up to 10 
  males try to mate with a single female. 
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  48 
  SEA SERPENT, Green 
   
  NUMBER: 1d2 
  FREQUENCY: Very Rare 
  MORALE: 8 
  HIT DICE: 50d8 (200) 
  ARMOR: 7 
  SIZE: G(30m) 
   
  SWIMMING: 12/900/18 
   
  MS:   2d8+2 
   IN: 1d4+1 
  DX:  1d10+8 
  CH: 1d4 
  CN:  1d10+15 
  PS: 2d20+40 
   
  BASE STOCK:  Eel 
  HABITAT: ocean/large lakes 
  DIET: Carnivore 
  ATTACKS: 1xbite (4d10) or 1xtail (3d10) 
  and constriction (16d6) 
  MUTATIONS: Kinetic absorption; Hands 
  (eyes) of power (gravity pulse); Regen-
  eration; Sonic Blast; Sonar; Duality; 
  Magnetic 
  Control; 
  Telekinesis; 
  Fear 
  Generation 
   
  DESCRIPTION: 
  This 
  serpent 
  is 
  a 
  mutated eel. Other than it size, it appears 
  no different. 
       It hunts by sonar. If attacking another 
  creature, the serpent uses its eyes to 
  slow the prey, then its bite and tail whip 
  to slay the prey. When attacking ships, 
  the green slows the ship, then uses 
  magnetic control and TK to unarm the 
  crew. Next it activates kinetic absorption, 
  roars at the ship nand constricts it. The 
  ship must be made of wodd and be 
  between 4 and 8 meters in lenght for 
  constriction to be successful. After the 
  ship sinks, the serpent bites the whole 
  crew to death before feeding. If it fails a 
  moral check, the serpent generates fear 
  and flees. 
       They breed in the late summer at 
  depths of 40-60 feet. They rarely come to 
  the serface and will attack ships only if 
  starving. 
   
  SHEF (Giant Crabs) 
   
  NUMBER: 1d4 
  FREQUENCY: Rare 
  MORALE: 6 
  HIT DICE: 20d10 (100) 
  ARMOR: 2 
  SIZE: H (6 meters long) 
   
  LAND SPEED: 12/900/18 
  SWIMMING: 12/900/18 
   
  MS:   3d4+4 
  IN: 1d4 
  DX:  1d10+5 
  CH: 1d4 
  CN:  1d10+11 
  PS: 1d20+10 
   
  BASE STOCK:  Alaskan King Crab 
  HABITAT: Ocean shorelines 
  DIET: Scavenger 
  ATTACKS: 2xClaws (4d8) 
  MUTATIONS: Size Change 
   
  DESCRIPTION: This mutated crab grows 
  to a huge size of six meters in length. 
  Compared to its unmutated cousin, one 
  of these crabs, if captured and cooked, 
  could feed a family of six for two weeks 
  (if they like crab meat that is). The crab is 
  supported by six, 1.5 meter long legs. Its 
  for claws are a good meter in length, and 
  can cut through thin metal with ease. 
  This variety of crab has retractable eye 
  stalks. When fully extended, they reach 
  30cm into the air. Its shell is a deep sea 
  green in color. 
       This mutant attacks by grabbing a 
  target with its fore claws. After it has 
  grabbed its target, it pulls it to its mouth 
  to feed. A rather simple method, but for 
  the crab, it works. The only way a victim 
  can get free of the crabs claw is to 
  destroy the claw. The claw has 20% of 
  the creatures total HP.  
       Giant Crabs are scavengers, eating 
  anything they find on the shorelines of 
  coastal waters. Due to the sheer size of 
  the crab, only a few can find enough food 
  in an area covering several kilometers. 
  More than 4 in an area covering 10 
  square kilometers will strip the area clear 
  of all available food. The smaller, weaker 
  members either starve to death, or are 
  cannibalized by the larger, stronger 
  crabs.  
   
  SHEEZU (Climber) 
   
  NUMBER: 1d6 
  FREQUENCY: Common 
  MORALE: 2 
  HIT DICE: 1d6+6 (9) 
  ARMOR: 9 
  SIZE: S (40cm) 
   
  LAND SPEED: 24/1800/36 
   
  MS:  3d4 
  IN: 1d4+2 
  DX:  3d6 
  CH: 3d6 
  CN:  2d4 
  PS: 2d8 
   
  BASE STOCK:  Gerbil 
  HABITAT: Plains, Forest 
  DIET: Carnivore 
  ATTACKS: 1xBite (1d3+see below) + 
  4xClaws (1 ea.)  
  MUTATIONS: Absorption- Acid 
   
  DESCRIPTION: Sheezu are small eight-
  legged mammals with long, silky hair and 
  adorable, almost human faces. Wild and 
  domestic sheezu come in various hues. 
  Their multiple legs and razor-sharp claws 
  allow them amazing climbing abilities (as 
  per Land Speed), even on almost sheer 
  surfaces. Furthermore, they are some of 
  Gamma Meriga’s fastest diggers and can 
  completely bury themselves in 3 turns.  
     If a sheezu feels threatened and bites, 
  it immediately salivates its acidic digest-
  ive juices into the wound, causing an 
  additional 1d4 points of damage. This 
  always happens on the first bite, but 
  thereafter occurs on alternating turns. 
  The sheezu can keep biting every turn, 
  but can secrete acid only every other 
  turn. They can use four of their eight 
  claws during any turn unless a character 
  or creature makes the mistake of picking 
  them up or turning them on their back, 
  whereupon they can use all eight claws 
  and their bite. Sheezu make wonderful 
  pets and will never use their claws or bite 
  and acid unless they feel extremely 
  threatened. A qualified animal trainer can 
  teach a sheezu a maximum of three 
  commands or “tricks”. 
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  49 
  SHEZ’UR (Spiked Flyer) 
   
  NUMBER: 10d10 
  FREQUENCY: Rare 
  MORALE: 3 
  HIT DICE: 1d6 (3) 
  ARMOR: 5 
  SIZE: T (16cm long) 
   
  LAND SPEED: 4/20/2 
  FLYING: 12/600/12 
   
  MS:  2d4 
  IN: 1d4 
  DX:  2d4 
  CH: 1d4 
  CN:  2d6 
  PS: 1d4 
   
  BASE STOCK:  Bird 
  HABITAT: Plains, Forest 
  DIET: Carnivore 
  ATTACKS: Flock (see below) 
  MUTATIONS: Race Mind (see below & 
  New Mutations) 
   
  DESCRIPTION: 
  These 
  16-centimeter 
  long maroon birds have black spikes all 
  over them. They make a strange, almost 
  electronic sound, and live in holes in the 
  ground or rock. These birds always travel 
  in flocks and attack together. This is 
  because they have a racial mind, that is, 
  they all think as one huge organism 
  instead of as tens of small individual 
  units. Due to their size, anyone tring to 
  shoot or strike them must suffer -2 to 
  their to-hit rolls. When attacking a target 
  (ignoring all else around them) they 
  attack as a 13-HD creature and doing 
  1d10 damage for every 10 birds in the 
  flock (round up). Their spikes will 
  puncture all armor up to AC 3 (if the 
  character is wearing heavier armor but is 
  not completely covered, they will attack 
  the exposed areas causing half their 
  normal damage). An attacked character 
  cannot see through their swarm. His 
  movement is reduced to one-quarter 
  normal if more than 30 birds attack. They 
  will usually attack if their nests are being 
  threatened or loud noises threaten them.   
   
  SHO’DAY (Bird of the Moonlight) 
   
  NUMBER: 2d10 
  FREQUENCY: Uncommon 
  MORALE: 8 
  HIT DICE: 10d8 (40) 
  ARMOR: 5 
  SIZE: M (2m wingspan) 
   
  LAND SPEED: 4/600/12 
  FLYING: 24/1800/36 
   
  MS:  2d6+3 
  IN: 1d4 
  DX:  3d6 
  CH: 1d4+1 
  CN:  1d10+5 
  PS: 1d10+3 
   
  BASE STOCK:  Crow 
  HABITAT: Forest, Mountains 
  DIET: Carnivore – small animals/fish 
  ATTACKS: 1xBeak(1d8) 2xTalon (1d6) 
  MUTATIONS: Infravison; Regeneration; 
  Empathy; Thought Imitation; Telepathy; 
  Total 
  Healing- 
  Others 
  (see 
  New 
  Mutations & below) 
   
  DESCRIPTION: Sho’day are nocturnal 
  birds that do not seek out confrontation, 
  but are extremely curious. They will circle 
  low over encampments and sometimes 
  ‘buzz’ them to get a better look at any 
  characters there.  If anyone attacks them, 
  they will attack back (unless, in their 
  opinion they are outclassed, and then will 
  fly away). They love hot food of any kind, 
  and can be persuaded to land and help 
  characters by using this as a lure. If they 
  are treated extremely well, and are 
  certain, 
  through 
  empathy 
  and/or 
  telepathy, that no harm is intended for 
  them, they may help the characters by 
  using 
  their 
  unique 
  mutation, 
  Total 
  Healing of Others (see New Mutations).  
      Sho’day nest in trees and tall rocks 
  and soar to incredible heights when 
  hunting, 
  they 
  usually 
  hunt 
  small 
  mammals or fish. They have incredible 
  sight, are completely black, and have a 
  wingspan of 2 meters. They can be 
  trained as a mount provided a) the trainer 
  has Animal Training proficiency b) the 
  bird is captured when a chick and worked 
  with 
  constantly, 
  and 
  c) 
  suitable 
  experience is expended in the effort 
  (GM’s decision).  
   
  SHOG 
   
  NUMBER: 1d4 
  FREQUENCY: Rare 
  MORALE: 8 
  HIT DICE: 15d8 (60) 
  ARMOR: 9 
  SIZE: M(2 m) 
   
  LAND SPEED: 8/900/18 
   
  MS:   3d4+4 
  IN: 3d6 
  DX: 1d10+11 
  CH: 1d6+2 
  CN:  1d10+11 
  PS: 1d10+15 
   
  BASE STOCK:  Human 
  HABITAT: Temperate/subarctic forests 
  DIET: Omnivore 
  ATTACKS: 1xFist (1d8) or 1xWeapon 
  (+5 damage)   
  MUTATIONS: 
  Heightened 
  Physical 
  Strength; Immunity – mental attacks; 
  Body 
  change 
  – 
  baldness; 
  Partial 
  Carapace; Diminished hearing [D] 
   
  DESCRIPTION: Shog are a race of 
  humanoids generally considered quite 
  ugly by human standards. Shog have 
  great difficulty in distinguishing between 
  the sounds of the English language, 
  communicating among themselves using 
  a complex sign language. Their inability 
  to learn spoken languages quickly often 
  results in their being considered stupid, a 
  viewpoint 
  reinforced 
  by 
  their 
  great 
  strength 
  and 
  slow 
  movements. 
  In 
  actuality, shog are quite intelligent, and 
  possess a great deal of knowledge about 
  the abilities and characteristics of the 
  various mutated animals living in their 
  environment. They frequently possess 
  Tech IV artifacts. 
       Shog are not very precise with ranged 
  weapons, 
  preferring 
  to 
  close 
  with 
  enemies and attack with melee weapons 
  or their fists. While slow on their feet, 
  once one has a grip on an opponent, it is 
  very hard to break free (Tough PS 
  check). A favored tactic is to grab an 
  opponent and swing him into another 
  (1d6 for both opponents, separate attack 
  rolls), which can be performed with 
  opponents of up to 130 kg mass. If 
  another opponent is not available, walls, 
  trees, etc. are often battered instead.   
       Usually found living in small villages, 
  shog are also known to occasionally live 
  with grens. When shog and grens live 
  together, the shog  follow the customs of 
  grens with regards to use of armor and 
  ancient technology. 
  Shog 
  are 
  also 
  frequently hired as servants or laborers, 
  especially  by those with secrets to keep!   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  50 
  SKWIL (Rok’Ee) 
   
  NUMBER: 1d6+1 
  FREQUENCY: Rare 
  MORALE: 1d4+2 
  HIT DICE: 6d6 (18) 
  ARMOR: 7 
  SIZE: S (1m) 
   
  LAND SPEED: 12/900/18 
  FLYING: 4/600/18 
   
  MS:   2d8+2 
  IN: 2d4 
  DX: 2d4+10 
  CH: 2d6+1 
  CN:  1d8+4 
  PS: 3d4+3 
   
  BASE STOCK:  Squirrel 
  HABITAT: Forests and woodlands 
  DIET: Herbivore 
  ATTACKS: 1xBite (2d4) 
  MUTATIONS: Beguiling; Doubled Pain 
  [D]; 
  Empathy; 
  Heightened 
  Balance; 
  Physical Reflection; Stunning Force; 
  Teleport Objects; Total Healing; Weather 
  Manipulation 
   
  DESCRIPTION: Skwil are dog-sized 
  mutant squirrels that inhabit most of 
  Gamma Meriga’s wilderness. This shy 
  creature is easily recognized by it’s curly 
  light brown, gray, and black spotted fur, 
  and it’s large zebra striped prehensile 
  tail. These mutated squirrels are so shy 
  that they use their Empathy powers to 
  detect the approach of other beings and 
  can only be surprised on a roll of 1. If 
  they feel sufficiently threatened by the 
  approaching creature, they will use any 
  number 
  of 
  protective 
  mutations 
  (Beguiling, Physical Reflection, Stunning 
  Force, Teleport Objects, or Weather 
  Manipulation) to ward off the intruder. 
  These 
  mutants 
  are 
  quite 
  acrobatic 
  (Heightened Balance) and live most of 
  their lives in the branches of trees.  
       Skwil are mildly intelligent and can 
  speak in short simple phrases when 
  using 
  Trade 
  language. 
  They 
  love 
  collecting shiny items and stealing things 
  from other creatures (Teleport Objects). 
  These mutated squirrels are able to use 
  small weapons and items of the Ancients 
  with their front paws. Their main source 
  of food are berries, nuts, and fruit found 
  in the fertile wilderness. Skwil often, 
  because 
  of 
  immediate 
  dangers 
  or 
  because of incredible laziness, teleport 
  food from neighboring trees or bushes 
  into their paws. Although these mutants 
  are very sensitive to pain (Doubled Pain 
  [D]) they overcome this debilitating defect 
  by employing their powerful mutation, 
  Total Healing.  
   
  SMOVBAI (Iron Beast) 
   
  NUMBER: 1d4 
  FREQUENCY: Uncommon 
  MORALE: 4 
  HIT DICE: 13d6 (39) 
  ARMOR: 3 
  SIZE: M (1m at the shoulder) 
   
  LAND SPEED: 16/900/18 
   
  MS:  2d6 
  IN: 2d6 
  DX:  2d6 
  CH: 2d4 
  CN:  3d6 
  PS: 3d6 
   
  BASE STOCK:  Reptile 
  HABITAT: 
  Swamps, 
  Freshwater 
  wetlands 
  DIET: Carnivore 
  ATTACKS: See below 
  MUTATIONS: Diminished Smell [D]; 
  Directional Sense; Absorption- Radiation 
   
   
  DESCRIPTION: The smovbai is a short, 
  six-legged reptile with a brown plated 
  body and a mottled grey head. It 
  resembles a small triceratops without 
  horns. It has a plate/crest around its head 
  that can flare out, when the smovbai 
  wishes it, and allow the rider to sit on the 
  neck.  Once in this position the rider is 
  considered to be better protected from all 
  attacks that come from and direction but 
  straight behind (-2 AC). Because of the 
  smovbai’s short size, no character over 
  2,3 meters tall (human sized) can ride a 
  smovbai.  
        The smovbai defends itself by butting 
  against a target within reach, doing 1d10 
  damage, or charging any target outside 
  of its immediate reach, but within charge 
  range for that turn. If the charge is 
  successful, the smovbai tramples its 
  target , causing 4d10 of damage. An 
  animal trainer can teach it to attack on 
  command in this way. When being 
  trampled, the target must roll it’s DX or 
  find itself caught underneth the moving 
  smovbai, which has a +2 to-hit for 
  continuing its trample next turn. These 
  “iron beasts” are usually found in 
  swamps and marshy areas, around rivers 
  and lakes, and other wetlands. They are 
  excellent swimmers.     
   
  SNAG 
   
  NUMBER: 1 (2-12) 
  FREQUENCY: Uncommon 
  MORALE: 10 
  HIT DICE: 18d10/25d10 (90/125)  
  ARMOR: 2/4 
  SIZE: G (5-25m) 
   
  LAND SPEED: 2/150/3 
  SWIMMING: 6/900/18 
   
  MS:   2d6+3 
  IN: 1d4 
  DX:   3d6 
  CH: 1d4 
  CN:   3d6+3 
  PS: 1d20+20 
   
  BASE STOCK:  Snapping Turtle 
  HABITAT: Swamps and Rivers  
  DIET: Carnivore 
  ATTACKS: 1xBite (1d10) 
  MUTATIONS: Taller; Multiple Body Parts 
  - Head & Eyes; Full Carapace. 
   
  DESCRIPTION: When you hit a Snag in 
  the river, you know you've really got 
  problems. Actually there are two varieties 
  of this giant mutant turtle species.  
       Hardshell or Wild Snags can get 
  anywhere up to 20 feet long, and are as 
  mindlessly aggressive as they come, with 
  only a single tiny brain to share among all 
  those gnashing heads that sprout from 
  under their rock like carapace. In addition 
  to the brainless secondary heads, Snags 
  have a tendency to grow eyes in random 
  places, making them very hard to sneak 
  up on.The main head can bite for 5d10 
  damage, with each secondary head 
  biting for 1d4 d10 damage, depending on 
  how big it's grown.  
        Hardshell Snags are carnivorous, and 
  feed on fish and other living creatures in 
  the water. They can sometimes be 
  mistaken for islands or sandbars, and 
  should be avoided if at all possible, 
  because it takes very little to whip a Snag 
  up into a berserk frenzy. An angry Snag 
  never checks for Morale. 
       The other variety of Snag is the 
  Softshell, or Domestic Snag. While 
  capable of growing much larger than their 
  wild cousins (up to 35 feet in diameter) 
  these creatures carapace is more of a 
  flattened, 
  leathery 
  pad. 
  Entire 
  communities of swamp nomads make 
  their living herding the huge reptiles, 
  raising them for their meat and eggs, and 
  even building their dwellings on their 
  broad backs.  
       The Softshell Snag's carapace is ideal 
  for making fine leather armor. These 
  creatures are herbivores, and the growth 
  of extra heads is actively discoraged by 
  their herders with the use of surgery and 
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  51 
  cauterization, so it's usually necessary 
  for a Snag villiage to keep schools of 
  Garfs around for the huge beasts' 
  protection. If pressed, a Softshell Snag 
  can bite for 4d10 points of damage.  
       Occasionally a specimen will have 
  1d4-2 small extra heads growing if its 
  keepers haven't been paying attention, 
  but at most they'll only do 2d10 damage 
  per bite. 
   
  SOOPTURT 
   
  NUMBER: 1d4 
  FREQUENCY: Uncommon 
  MORALE: 6 
  HIT DICE: 10d6 (30) 
  ARMOR: 4 
  SIZE: 70 to 150 centimeters long 
   
  Land Speed: 4/300/6 
  Water Speed: 8/600/12 
   
  MS: 1d12+4  
  IN: 1d4+4 
  DX: 1d6   
  CH: 1d6 
  CN: 1d8+10  
  PS: 1d8+10 
   
  ORIGINAL STOCK: Green turtle 
  HABITAT: Shallow waters with abundant 
  aquatic plants, and open seas during 
  migrations 
  DIET: Herbivore 
  ATTACKS: 1 Bite (1d6) 
  MUTATIONS: Cryokinesis; Directional 
  Sense; Kinetic Absorption; Regeneration; 
  Total Carapace 
   
  DESCRIPTION: The Green Turtle was 
  declared an endangered species in the 
  late 20th century. Before that it was 
  hunted extensively for the variety of 
  products that could be gained - meat, 
  flipper leather, and oils for use in cooking 
  and cosmetics. Its mutated descendant is 
  hunted by humans and himanoids for the 
  very same reasons, and also for the 
  shells, which are often used to make 
  shields or occasionally pieces of armor. 
  Physically the soopturt looks much the 
  same as its ancestor, having a broad, 
  oval shaped carapace and being olive to 
  dark brown in color, with white edging on 
  the flippers, often in a mottled or radiating 
  pattern. 
       Soopturts do not enjoy combat. They 
  typically prefer to use their Cryokinesis to 
  discourage predators. If this fails and 
  they cannot get away, they will use their 
  bite as a last resort. If they feel they can 
  drive off the offending creatures, they 
  will. When faced by surface creatures 
  that they do not believe they can defeat, 
  they will submerge and make their 
  escape that way. If they see boats 
  approaching (which they know to be a 
  sign of fishermen & turtle hunters) they 
  will submerge & try to put as much 
  distance between them and the boats as 
  possible. 
       As hatchlings, soopturts spend a year 
  at sea, floating on large mats of 
  seaweed, 
  feeding 
  off 
  of 
  small 
  invertebrates and plants. After this year, 
  they return to shallow waters to graze on 
  aquatic plants until maturing. 
       After reaching adulthood at the age of 
  20 to 30 years, they return to the 
  beaches where they hatched, sometimes 
  travelling 3,000 kilometers or more. 
  There the females lay their eggs. At night 
  they will crawl onto the beach, dig a nest 
  hole, and lay up to 100 spherical, golf 
  ball sized eggs, which will hatch in about 
  2 months, if not disturbed. 
   
  SPIDER LIL 
   
  NUMBER: 1d20 (10-100) {*1d8 (2d20)} 
  FREQUENCY: Very Rare 
  MORALE: 8~10 
  HIT DICE:  6d6 {*13d8} 
  ARMOR: 2 (3*) 
  SIZE: 10-25cm (*1.5-3m) 
   
  LAND SPEED: 6/500/15 
  LAND SPEED*: 12/900/20 
   
  MS:    1d10+12 
  IN: 1d10+13                         
                                     {1d10+8*} 
  DX:    1d12+14    CH: 1d10+8 
             {*1d10+11}   
  CN:    1d10+8 
  PS: 1d10+8  
             {*1d12+11}       {*1d12+12} 
   
  BASE STOCK:  Human/Spider 
  HABITAT: Forest 
  DIET: Carnivore 
  ATTACKS: 1xBite (1d4 + poison Int 16-
  18) *1xBite (1d8 + poison Int 12-18) 
  Weapon (by weapon type) 
  MUTATIONS: Shorter; New Body Parts; 
  Modified 
  Body 
  Parts; 
  Heightened 
  Intelligence; Heightened Strength; Re-
  generation; 
  Ultravision; 
  Skeletal 
  Enhancement; 
  Genius 
  Capability-
  Mechanical; Heightened Brain Talent; 
  Duality; 
  Mental 
  Blast; 
  Force 
  Field 
  Generation 
  * MUTATIONS: Taller; New Body Parts; 
  Modified 
  Body 
  Parts; 
  Heightened 
  Intelligence; Heightened Strength; Re-
  generation; 
  Ultravision; 
  Skeletal 
  Enhancement; 
  Genius 
  Capability-
  Mechanical; Duality; Total Carapace 
   
  * Denotes stats for Spider Lil with the 
  Taller Mutation 
  DESCRIPTION: Spider Lils have a 
  humanoid body. They have four spider-
  like arms attached to their back. Each 
  arm ends in a three fingered hand that 
  has spinnerets in the "palm." These arms 
  and hands are very dexterous and are 
  able to wield tools and weapons as well 
  as their humanoid arms. Each humanoid 
  arm has two fingers and a thumb. Their 
  legs have an extra joint in them and they 
  end in two claws. The spider Lils have 
  eight eyes, the arrangement of the eyes 
  depends upon the tribe. The spider Lils' 
  coloration covers the spectrum, and they 
  have varied markings. The bones and 
  muscles of the spider lil are very dense. 
       The spider lils employ a wide variety 
  of weapons around their home. There will 
  be several traps on the outskirts. Also, 
  there will be a variety ballista weapons. 
  The first type of ballista weapon is a 
  crossbow jury rigged for the spider lil to 
  be able to fire. The bolts of this weapon 
  will be covered in some type of local 
  poison. The second type of ballista is a 
  handgun secured to a wooden frame 
  which allows the spider lil to move and 
  fire the gun. The third type of ballista 
  involves DNA locks. The spider lils take a 
  freshly severed human or android hand 
  and jury rigs it with the weapon to be able 
  to fire. 
       In hand to hand combat, the spi-der 
  lils poison their hand-held weapons with 
  their own poison. Also, they will make 
  "web bombs" that contain a powdered 
  version of their poison. The spider lils can 
  leap 3 meters upward and back-ward; 
  and 5 meters forward. Those affected by 
  the taller mutation can leap 6 meters 
  upward and backward; and 10 meters 
  forward. 
       Spider Lils also use allies in their 
  defense and combat situations. In the 
  Great Kudzu Jungle, the lurker is used 
  troop carrier, tank, and general support. 
  Also, the lorida orp is used as the lurker 
  is and used as shock troops when 
  required. Other tribes use whatever 
  creature they can find that will work with 
  them. It is rumored that tribes in urban 
  ruins have modified ancient vehicles--yes 
  beware the heavily armed and armored 
  GO-CART of DEATH. 
       The spider lils prefer to set their 
  villages up in out of the way places. They 
  maintain a work and play hard ethic. 
  Everyone has an important job to do, 
  regardless of what the job is. The center 
  of a spider lil village is the library. This is 
  where most of the techs live, work, and 
  die. The techs are responsible for all 
  mechanical and technological goings on 
  in the village. The techs do not believe in 
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  52 
  the impossible. Lately, they have been 
  working on how to use cybernetics for 
  their race. 
       Every 18 months, spider lil villages 
  from around Mergia will travel to a secret 
  location for a species "equinox." They 
  trade 
  many 
  things 
  here; 
  animals, 
  gadgets, gems, ideas, and DNA. The 
  spider lil mate throughout the whole year, 
  but the "equinox" celebration gives them 
  the chance to share their blood-lines. 
  Every thirteenth generation there several 
  spider lil are born who are affected by the 
  taller mutation. While they are very 
  welcomed in their tribe, they realize they 
  are 
  very 
  different. 
  The 
  "equinox" 
  celebration offers them a chance to meet 
  others of their size. 
   
  SPINY CRAW 
   
  NUMBER: 1d6  
  FREQUENCY: Common 
  MORALE: 8  
  HIT DICE: 8d6 (24) 
  ARMOR: 4  
  SIZE: 1 meter long  
   
  LAND SPEED: 6/450/9  
   
  MS: 3d4  
   IN: 2d4 
  DX: 2d6   
  CH: 1d4  
  CN: 3d4+4  
  PS: 2d6+3  
   
  ORIGINAL STOCK: West Indies Spiny 
  Lobster 
  HABITAT: Among rocks, reefs, sponges, 
  and other growth 
  DIET: Omnivore  
  ATTACKS: 2 claws (1d6 each), Spines 
  (see mutation description)  
  MUTATIONS: Chameleon Powers; Quills 
  or Spines; Total Carapace; New Body 
  Parts (poisonous spines, Int 12) 
   
  DESCRIPTION: 
  This 
  mutated 
  descendant of the West Indies Spiny 
  Lobster is approximately 50% larger that 
  its 
  ancestor. 
  It 
  always 
  leaves 
  its 
  Chameleon Power mutation "switched 
  on", and therefore often goes unnoticed 
  by any passers by. Its carapace has rows 
  of strong spines, which it uses to capture 
  prey, and as a defense.  
       The spiny craw will sit paitently in its 
  chosen location, waiting for fish to pass 
  near by. when prey comes too near to 
  the spiny craw, it will grab the prey with 
  it's pincers and attempt to force it onto 
  the spines protruding from its carapace. 
  The spines secrete a paralytic poison. 
  When the prey is immobilized, it can 
  begin feasting. The poison from a spiny 
  craw's spines is not water soluble, but 
  alcohol will neutralize it, but once injected 
  into a living creature, the amount of 
  alcohol needed to neutralize the poison 
  would be far more dangerous to the 
  victim than the poison itself.   
       Spiny craws are often found in small 
  groups. Rarely (10% chance) a larger 
  group will be found, numbering up to 
  6d6.If one captures a perticularly large 
  fish, the others nearby will typically wait 
  for the capturing 'craw' to finish eating, 
  then sweep in for the leftovers.  
       The spiny craw is an important source 
  of protien in the coastal regions near 
  where they are found. A few skilled 
  craftsmen in the coastal regions where 
  spiny craws reside have been able to 
  fashion a sort of scale mail out of the 
  pieces of carapace. This carapace armor 
  provides an Armor Class of 4 if a full suit 
  is made.   
   
  SPREY 
   
  NUMBER: 1d4  
  FREQUENCY: Uncommon 
  MORALE: 6  
  HIT DICE: 7d6 (21) 
  ARMOR: 7  
  SIZE: 50 to 60 cm long, 140 to 180 cm 
  wingspan  
   
  LAND SPEED: 3/225/4.5 
  AIR SPEED: 36/2700/54 
   
  MS: 1d4+1 
  IN: 1d4+1 
  DX: 1d4+15 
  CH: 3d4 
  CN: 3d4   
  PS: 3d4 
   
  ORIGINAL STOCK: Osprey  
  HABITAT: Lakes, rivers, and seacoasts  
  DIET: Fish  
  ATTACKS: 2 claws (1d6 each)  
  MUTATIONS: Doubled Pain (D); Force 
  Field Generation; Speed Increase  
   
  DESCRIPTION: The use of certain 
  pesticides in the 1950s and 1960s 
  threatened the osprey population, but the 
  disuse of these 
  chemicals 
  allowed 
  ospreys to make a comeback by the 
  early 21st century and they returned to 
  areas in which they had disappeared. 
  Ospreys survived long enough to witness 
  the Apocalypse of 2322 and their 
  decendents, like many other animals, 
  mutated. The sprey looks almost identical 
  to its pre-holocaust ancestor, having 
  brown feathers except on the underbelly, 
  where it has white feathers. The head is 
  also white, with a dark band running 
  along the side of the face.  
      Spreys hunt for fish by flying and 
  hovering over the water, watching the 
  surface below. When it locates prey, it 
  dives steeply, its talons outstretched 
  (gaining an additional +5 to its attack 
  rolls), and splashes into the water. It 
  quickly resurfaces, and if it successfully 
  captures its prey, it flies off, adjusting the 
  fish in its claws so the head is pointed 
  forward.  
       An adult sprey is typically solitary, 
  associating with other spreys primarily for 
  mating. The female lays 2 to 4 white, 
  pink, or buff colored eggs, in a bulky 
  mass of sticks and debris in trees, on tall 
  poles, on rocks, or even on the ground (if 
  it can conceal the nest). Younger sprey 
  may, upon being ejected from the nest, 
  remain together for some time, until they 
  feel ready to strike out on their own. 
   
  S’RE’DAAN (Dependable One) 
   
  NUMBER: 1d10 
  FREQUENCY: Uncommon 
  MORALE: 5 
  HIT DICE: 13d8 (52) 
  ARMOR: 7 
  SIZE: M (1m at the shoulder) 
   
  LAND SPEED: 16/1500/32 
   
  MS: 1d6+3 
  IN: 2d4+3 
  DX: 3d6 
  CH: 1d6 
  CN: 3d6 
  PS: 4d6 
   
  BASE STOCK:  Dog 
  HABITAT: Plains, Wetlands  
  DIET: Insectivore 
  ATTACKS: 1xBite (1d12) + 1xHorn 
  (2d4+1) 
  MUTATIONS: 
  Bodily Control- smell; 
  Mane; Empathy (with rider) 
   
  DESCRIPTION: The s’re’daan is a 
  mammalian quadruped, barrel-chested, 
  with a bright red mane covering much of 
  its entire body. It is within this mane that 
  the rider travels. It has a thick, one-meter 
  long tail, a long cone-like skull ending in 
  a rather sharp horn, and extremely sad-
  looking brown eyes. It is an insectivore, 
  and uses its long purple tongue to snatch 
  up insects as it travels, and thus, does 
  not need to rest often.  
      These extremely hardy mounts are 
  quite peaceful, but can be taught to bite 
  and 
  attack 
  with 
  their 
  horn 
  upon 
  command. If they successfully charge a 
  target, the horn’s damage is doubled. 
  They have an extyremely good sense of 
  smell and can follow scents. Characters 
  who own a s’re’daan for a long period of 
  time, and treat it well find that it becomes 
  extremely devoted to them. There have 
  been many recorded cases where a 
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  53 
  s’re’daan burrowed under its fallen 
  master, worked him onto its back, and 
  returned back to a campsite or settlement 
  with him. S’re’daan prefer plains and 
  wetlands.  
   
  STAGON (Riding Deer) 
   
  NUMBER: 2d6 
  FREQUENCY: Common 
  MORALE: 7 
  HIT DICE: 11d6 (33) 
  ARMOR: 6 
  SIZE: L (3m long) 
   
  LAND SPEED: 24/1800/36 
   
  MS:   2d8+1 
  IN: 1d4+1 
  DX:   3d6 
  CH: 1d4+1 
  CN:   3d6 
  PS: 3d4+2 
   
  BASE STOCK: Whitetail Deer  
  HABITAT: Plains & Woodlands 
  DIET: Herbivore 
  ATTACKS: 2xHorns (2d6) or  
  2xHooves (1d4) 
  MUTATIONS: Size Increase; Immunity 
  from Disease/Poison 
   
  DESCRIPTION: The stagon is a mutated 
  whitetail deer with six legs. It is a little 
  larger and stronger than its ancestors, 
  making it ideal for riding and use as a 
  draft beast. Other animals are sometimes 
  used as beasts of burden, such as the 
  rakoxen, podog, and centisteed, but 
  stagons are by far the most common. 
  Domesticated male stagon usually have 
  their horns sawn off or capped for safety. 
       Stagons will only attack with their 
  hooves when desperate. However, a 
  stagon trained to fight can butt with its 
  horns for 2d6 points of damage. Such 
  war stagons also have a better morale 
  (10). When carrying a rider, they have a 
  reduced speed of 20. 
   
  STICKY (Swamp Sucker) 
   
  NUMBER: 1d8+1 
  FREQUENCY: Uncommon 
  MORALE: 9 
  HIT DICE: 20d8 (80) 
  ARMOR: 8 
  SIZE: L (2.5m) 
   
  LAND SPEED: 10/500/20 
   
  MS:   2d4+2 
  IN: 2d6+3 
  DX:   1d10+11 
  CH: 1d6 
  CN:   1d10+11 
  PS: 1d10+15 
   
  BASE STOCK: Human  
  HABITAT: Swamps 
  DIET: Carnivore 
  ATTACKS: 1xLife drain (1d6) 
  MUTATIONS: Life drain (see below) 
   
  DESCRIPTION: Stickies are your basic 
  big, ugly, smelly, and slimy creatures.  
  They are slightly larger than a man.  
  Their head is oversized, and they have 
  basically no neck.  Their eyes bulge from 
  the sockets, their noses are large and 
  flat, and their mouths stretch practically 
  from one ear to the other.  Their skin is 
  very thick (equivalent to leather armor), 
  and translucent.  Internally, most of their 
  organs are redundant (4 lungs, 4 
  kidneys, 2 livers, 3 hearts, etc.).  As a 
  result, their Health and Constitution 
  scores are quite high.  They move 
  somewhat slowly, and are quite stupid. 
       Stickies will hide in small groups in 
  swampy areas.  They can sit motionless 
  for hours.  When a creature wanders 
  near, the closest sticky will attack and the 
  others will soon join.  Stickies attack by 
  grabbing onto the creature and using 
  their special life draining powers.  Their 
  hands are somewhat sticky (hence the 
  name), and their grips are incredible 
  (treat as a Physical Strength of 21). Once 
  attached to his victim, a sticky can drain 
  1d6 Hit Points per round (which gets 
  added to their own Hit Points).  The 
  sticky will continue to drain the victim 
  until he has died or the hold is broken.  
  Stickies rely on their toughness and 
  numbers to endure whatever damage 
  their target inflicts.   
      Stickies are also just smart enough to 
  know to avoid their target's weapons.  
  When they attack, they attempt to wrestle 
  their 
  opponent 
  into 
  a 
  defenseless 
  position.  As a result, if a sticky 
  successfully captures a creature in his 
  hold, that creature receives a -2 penalty 
  to 
  his 
  attack 
  rolls 
  (this 
  effect 
  is 
  cumulative). 
       Stickies live in communities of 20-50 
  individuals.  They basically pile branches 
  over a large area, then throw grasses 
  and mud all over the top.  Once that is 
  done, they make tunnels into the 
  resulting mess and clear out "rooms."  
  The males form hunting parties, and may 
  be gone for days. The females remain in 
  the dens to raise the young.  This 
  consists of stuffing food into their mouths 
  until they are old enough to give birth or 
  hunt.  If the den is threatened, all adult 
  stickies will attack.  The females have the 
  same abilities as the males, but can only 
  drain life at 1d4 Hit Points per round. 
  Their PS is 18 and they have 15 (52) Hit 
  Dice. 
   
  SUCSLITH (Sucker Snake) 
   
  NUMBER: 1d4+1 
  FREQUENCY: Uncommon 
  MORALE: 4 
  HIT DICE: 6d6 (18) 
  ARMOR: 7 
  SIZE: M (2m long) 
   
  LAND SPEED: 12/900/18 
   
  MS:   1d6 
  IN: 1d6 
  DX: 2d6 
  CH: 1d2 
  CN:  2d4 
  PS: 2d10+5 
   
  BASE STOCK:  Snake 
  HABITAT: Anywhere except deserts 
  DIET: Carnivore 
  ATTACKS: 1xBite (1d8) 
  MUTATIONS: Chameleon Powers (see 
  below) 
   
  DESCRIPTION: The entire body of a 
  sucslith, usually 2m long, is covered with 
  sucker –like discs and barbed tendrils. 
  The snake’s ability to crawl anywhere is 
  amazing (equal to its land speed on any 
  surface but liquid, which reduces its 
  speed by half). It prefers to climb up to a 
  vantage point, usually about 3m above 
  the surface and stay there indefinately 
  until prey comes along. It is a chameleon 
  and can match its surrounding coloration 
  in 5 turns.  
       The sucslith is able to fast for weeks, 
  and can recycle its body fluids, negating 
  the necessity of moving to find moisture. 
  When attacking, the sucslith normally 
  uses its web first. This web can work in 
  one of two ways. Either it can be used to 
  “catch” a small target (range 6m) or it can 
  clog up a 3m area. This second type of 
  web is suffciently thick enough to slow 
  the movement of anyone in the affected 
  area to half speed, except for the sucslith 
  itself, which has no difficulty moving 
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  54 
  through its own or another suslith’s web. 
  The web has a PS equal to the sucslith’s 
  -2.  
     Oftentimes this intelligent snake will lay 
  down its thick web underneath rotting 
  floorboards or during a leaf fall, knowing 
  it will be camouflaged. It will then perch 
  at a vantage point above the webbed 
  area and wait for a good sized victim to 
  come along. Once the creature is slowed 
  down by the ground web, the sucslith will 
  cover 
  it 
  with 
  another 
  web, 
  thus 
  preventing its prey from seeing or using 
  its appendages for combat. Then, the 
  sucslith drops down on the hapless victim 
  and enters the web, biting until the 
  creature is dead. Unfortunately, sucsliths 
  can be found anywhere, though they 
  tend to avoid deserts and deathlands.  
   
  TANGLEPUS 
   
  NUMBER: 1d3  
  FREQUENCY: Rare 
  MORALE: 7  
  HIT DICE: 18d6 (54) 
  ARMOR: 7  
  SIZE: 3 to 4 meters long  
   
  WATER SPEED: 12/900/18  
   
  MS: 2d4+8 
   IN: 1d4+8  
  DX: 3d6   
  CH: 1d6  
  CN: 1d6+15 
  PS: 1d6+14  
   
  ORIGINAL STOCK: Common Atlantic 
  Octopus 
  HABITAT: Among rocks and coral reefs 
  near shore; near low tide line and below 
  in shallow water  
  DIET: Carnivore  
  ATTACKS: ?xTentacles (1d6 each, plus 
  constriction) + 1x Bite (2d6)  
  MUTATIONS: Chameleon Power; Mental 
  Blast; Multiple Body Parts - tentacles; 
  see below); Regeneration  
   
  DESCRIPTION: This descendant of the 
  Common Atlantic Octopus is a reddish 
  brown color in its natural state, but 
  typically uses its Chameleon Power 
  mutation to blend in with its surroundings. 
  The tanglepus is only slightly larger than 
  its 
  unmutated 
  ancestor, 
  but 
  is 
  considerably more intelligent, and far 
  more vicious. This evil-minded creature 
  will use its Empathy on prey to feel its 
  fear. as it delights in the suffering of its 
  prey. The head of a tanglepus is roughly 
  spherical, and amounts to one-sixth of 
  the creature's total length. A tanglepus 
  has more tentacles than its ancestor. 
  They typically have 10 to 16 tentacles 
  (roll 1d4+4, and multiply by two to 
  determine the number of tentacles a 
  given tanglepus has), but always an even 
  number, unless tentacles have been 
  severed from some previous combat and 
  it hasn't had time to regenerate them 
  (This takes 1d6+6 weeks, and all 
  tentacles severed will be regrown by that 
  time). There have been rumors of 
  tanglepusses being sighted with 20 or 
  more tentacles, but these have not been 
  positively confirmed.  
       A tanglepus will happily attack a 
  swimmer or small boat in order to get a 
  chance to indulge in its favorite pastime: 
  torturing, and eventually eating, sentient 
  creatures. If none of the preferred prey is 
  available, it will eat nonsentient animals, 
  or seaweed to keep itself alive. It can 
  wrap one tentacle around a creature for 
  each meter (or fraction thereof) of the 
  prey's height or length. If a creature is 
  struck by a tentacle, roll 1d4-2 to 
  determine 
  how 
  many 
  limbs 
  are 
  entangled. If two limbs are entangled, 
  they will be the same type of limb (arms 
  or legs, or whatever) in the same 
  approximate region of the prey creature's 
  body. If no limbs, or only the creature's 
  legs, are entangled, then the body of the 
  creature is held, and the trapped creature 
  suffers a -1 penalty to attack rolls. If one 
  arm is trapped (or two arms on a creature 
  with more than two arms), the creature 
  suffers a -3 penalty to attack rolls. In any 
  case, a creature held by one or more 
  tentacles suffers a -4 penalty to AC and 
  loses any applicable bonuses due to high 
  Dexterity. Furthermore, if a creature is 
  held by a tentacle, the tanglepus will 
  constrict the creature for 2d4 points of 
  damage on each subsequent round (no 
  attack roll required).  
       The only way to break free of a 
  tentacle is to sever it from the tanglepus. 
  Each tentacle has 18 hit points (recorded 
  seperately from the main body HP). If a 
  tanglepus loses 25% or more of its 
  tentacles in a combat, it is 90% likely to 
  eject a 20 meter cloud of ink that 
  obscures all vision and attempt to escape 
  to its lair or some other suitable hiding 
  place. If it does not attempt to flee after 
  losing the requisite 25% of it tentacles, 
  check again each time another tentacle is 
  severed.  
       Tanglepusses 
  generally 
  prefer 
  a 
  solitary existence, but will work together 
  to bring down larger creatures or boats. 
  This is most common in the spring, when 
  their mating season occurs.  Tanglepus 
  lairs are typically sea caves or the 
  remains of sunken ships. Any treasure 
  found in these lairs is incidental, as the 
  tanglepus is unconcerned with wealth.  
       Tanglepus hide is leathery, tough, and 
  waterproof. Someone with knowledge of 
  leatherworking 
  can 
  make 
  jackets, 
  raincoats, ponchos, or even armor from 
  tanglepus hide. The ink from these 
  creatures is another product that can 
  have value among those who would be 
  brave enough to hunt these creatures. 
   
  TELENHA  
   
  NUMBER: 1d10 
  FREQUENCY: Uncommon 
  MORALE: 2d4  
  HIT DICE: 2d6+3 (9) 
  ARMOR: 5  
  SIZE: S (30cm long) 
   
  SWIMMING: 16/900/24 
   
  MS: 2d6+1    
  IN: 2d6+1  
  DX: 3d6+4 
  CH: 1d4 
  CN:  1d10+5 
  PS: 2d6+4 
   
  BASE STOCK:  Fish- Red Breasted 
  Piranha 
  HABITAT: Flowing streams, lakes or 
  large ponds 
  DIET: Carnivore 
  ATTACKS: 3xBite (1d6) 
  MUTATIONS: Heightened Intelligence; 
  Increased Speed; Telekinesis; Mass 
  Mind; Heightened Dexterity 
   
  DESCRIPTION: 
  Compressed, 
  disc-
  shaped body.  Lower jaw somewhat 
  projected, showing 2 rows of ominous 
  looking incisors.  Eyes glow a dull red 
  color.  They lurk in the more shadowy 
  areas of the water where they cannot be 
  readily detected until it is too late.  They 
  like to use their telekinesis to pull prey 
  into the water where they proceed to strip 
  flesh from bone at a heart-pounding rate 
  of speed.  They are fearless and when 
  organized by a central "leader" can make 
  very deadly military groups. 
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  55 
  T’LARRYN 
   
  NUMBER: 3d12 
  FREQUENCY: Uncommon 
  MORALE: 7 
  HIT DICE: 3d8 (12) 
  ARMOR: 6 
  SIZE: M (1m) 
   
  LAND SPEED: 15/900/24 
   
  MS:  3d6 
  IN: 1d4+1 
  DX:  2d6+1 
  CH: 1d3 
  CN:  2d8+2 
  PS: 2d4+1 
   
  BASE STOCK:  Gecko 
  HABITAT: Forests, Plains 
  DIET: Carnivore 
  ATTACKS: 
  4xClaw (1d4) + 1xBite 
  (1d4+1) 
  MUTATIONS: Heightened Constitution; 
  New Body Parts - 2 extra legs + teeth 
   
  DESCRIPTION: These small tough six-
  legged reptiles are just over 1 meter long 
  were once just garden lizards that grew 
  larger and also grew two additional legs 
  resulting in increased speed and in the 
  ability to rise up on their haunches and 
  make up to 4 claw attacks (1d4 damage) 
  plus a bite for 2-5 pts of damage per 
  melee round. If more than 2 claw attacks 
  are successful, the T'Larryn will grasped 
  their victim and will automatically hit with 
  a bite attack in the subsequent melee 
  round.  
       T'larryn live in nomadic breeding 
  broods that travel whenever they exhaust 
  the food supply in a given area. They 
  prefer a swarm attack technique and are 
  prolific 
  breeders. 
  A 
  typical 
  T'larryn 
  community can double in size every six 
  weeks for as long as the food supply 
  holds up. 
   
  TOOTHER (Bucker) 
   
  NUMBER: 1d4+2 
  FREQUENCY: Very Rare 
  MORALE: 5 
  HIT DICE: 4d8 (16) 
  ARMOR: 8 
  SIZE: M (1,5m at the shoulder) 
   
  LAND SPEED: 8/900/18 
  SWIMMING: 4/600/12 
   
  MS:   3d6+2 
  IN: 1d10+11 
  DX:   2d6+2 
   CH: 2d8+4 
  CN:  1d6+12 
   PS: 4d6 
   
  BASE STOCK:  Otter 
  HABITAT: Wetlands 
  DIET: Omnivore 
  ATTACKS: 1xBite (2d6+10) 
  MUTATIONS: Mental Control of Body; 
  Oversized Body Parts; Teleportation; 
  Thought Imitation; Vision Defect [D], 
  Water Dependency [D]  
   
  DESCRIPTION: 
  These 
  mutant 
  descendents of the beaver and otter 
  have oily gray or dark brown skin. The 
  creatures stand 1 meter tall at the 
  shoulders and are considerably larger 
  than their ancestors. They have longer 
  front legs than rear ones, and their 
  bodies are broader in front, thinner in the 
  rear (bulldog-shaped). Toothers have 
  beaver-like heads with small closely set 
  eyes (Vision Defect – Tunnelvision) and 
  large traplike jaws. These creatures have 
  developed extremely large sabre-toothed 
  front 
  teeth (Oversized 
  Body 
  Parts) 
  measuring 30cm in length and causing 
  2d6+10 points of damage. This fearsome 
  attack 
  is 
  coupled 
  with 
  woodcutting 
  abilities.  
       These mutants live most of their lives 
  in freshwater wetlands building dams and 
  complex living quarters. The tunnels in 
  their dams are built only wide enough for 
  their bodies to move through. This is 
  done to prevent attacks from the larger 
  enemies in their area. Toothers hate 
  technology and the devices of the 
  Ancients, responding amicably only to 
  those creatures that possess and display 
  natural abilities and live within nature.  
       These mutants pride themselves on 
  being able to withstand pain (Mental 
  Control of Physical Body) and use the 
  powers 
  of 
  other 
  creatures 
  against 
  themselves (Thought Imitation). Every 
  Toother must remain close to the water 
  throughout its lifetime, because without 
  water (Water Dependency) the oils in its 
  skin would dry up and the mutant would 
  eventually die. Because of its Vision 
  Defect and the need to remain close to 
  water, the Toother is a vulnerable target 
  for predators, but its Teleportation ability 
  allows freedom of movement without the 
  potential dangers of moving through wild 
  lands. Toothers memorize the dam 
  complexes of other Toothers and when 
  they need to travel from one complex to 
  another they simply teleport themselves. 
  Toothers will generally avoid contact with 
  other 
  beings 
  unless 
  those 
  beings 
  demonstrate 
  friendliness 
  and 
  great 
  natural abilities. 
   
  TSORSUT (Giant Bat)   
   
  NUMBER: 1d4 
  FREQUENCY: Uncommon 
  MORALE: 4 
  HIT DICE: 15d6 (45) 
  ARMOR: 4 
  SIZE: H (5m wingspan) 
   
  LAND SPEED: 16/900/24 
  FLYING: 32/1800/36 
   
  MS:  2d4+1 
  IN: 1d4+1 
  DX: 3d4 
  CH: 1d3 
  CN:  2d4+3 
  PS: 2d10+5 
   
  BASE STOCK:  Fox Bat 
  HABITAT: 
  Forest, 
  Mountains, 
  Underground 
  DIET: Carnivore 
  ATTACKS: Snatch + 1xBite (2d6) 
  MUTATIONS: Sonar/Radar; Sonic Blast 
  (see below); Physical Reflection - Sonics 
   
  DESCRIPTION: The tsorsut is a huge 
  creature that is obviously a descendent 
  of the foxbat. It hunts both night and day. 
  It is smart enough to normally stay away 
  from people but will sometimes run into 
  them at night, when it looks for its favorite 
  food, the blaasut. It is at this time that 
  most attacks on people take place; for if 
  a tsorsut cannot catch a blaasut easily it 
  will snatch anything else edible that is 
  handy, including people. The actual To-
  Hit roll is to see if the tsorsut successfully 
  grabs its target. Once grabbed the bite is 
  automatic, and that is what causes 
  damage.  
     For purposes of trying to break its grip, 
  the tsorsut’s claws add +2 to its normal 
  PS. Once it snatches a target, it flies 
  away to a high roosting place to feast. 
  The sonic blast is usually used on 
  blaasut, and completely blows out their 
  sensory system for 5 turns. The sonic 
  blast can also be used against people 
  and causes 5d6 damage.  Its range is 30 
  meters, double that of normal sonic 
  blasts, and its area of effect is 7 meters 
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  56 
  around the target. Once used, the tsorsut 
  must wait 5 turns before using the sonic 
  blast again.  
     Tsorsut 
  will 
  always 
  counter-attack 
  when attacked and will continue to do so 
  until certain any attacker(s) are cowed. 
  Tsorsut usually nest in ravines, canyons, 
  and large caves or trees. They are the 
  favored prey of bu’daan. 
   
  VATH (Lee’Gosi) 
   
  NUMBER: 1d8 
  FREQUENCY: Rare 
  MORALE: 1d4+5 
  HIT DICE: 7d6 (21) 
  ARMOR: 5 
  SIZE: L (2-3m wingspan) 
   
  FLYING: 16/1200/36 
   
  MS:  2d6+2  
  IN: 3d4 
  DX: 1d8+6 
  CH: 2d4 
  CN:  3d6 
  PS: 2d6+2 
   
  BASE STOCK:  Vampire Bat 
  HABITAT: 
  Underground, 
  Ruins, 
  Mountains 
  DIET: Carnivore 
  ATTACKS: 
  1xBite 
  (2d8), 
  1xBite 
  (2d8+level 2d4+5 poison) 
  MUTATIONS: Beguiling, Life Leech, 
  Multiple Body Parts, Radar/Sonar, Skin 
  Structure Change 
   
  DESCRIPTION: 
  Perhaps 
  the 
  most 
  hideous of all of the Gamma World 
  creatures, the Vath are twisted mutant 
  descendents of the vampire bat. They 
  are much deadlier than their ancestors 
  and a meter in size. The most striking 
  feature this mutant possesses is its two 
  heads (Multiple Body Parts). Each of the 
  Vath’s heads is connected to its body by 
  a long, thin, muscular neck, 15cm in 
  length. Both heads and faces are 
  similarly shaped (just like a vampire bat’s 
  face) but one head is colored bright 
  crimson and the other a ruddy brown. 
  The bright red face has poisoned fangs 
  (inflicting 2d6 damage and causing 
  2d4+5 intensity poison damage) while 
  the other has hollowed fangs for sucking 
  blood (2d8 points of damage). This bat 
  continually seeks out the blood of other 
  creatures in order to get its essential 
  nourishment. The body and wings of the 
  mutated bat are colored a golden brown 
  speckled with black. Like other bats, Vath 
  travel and maneuver through the use of 
  sonar. When encountering opponents, 
  these 
  creatures 
  prefer 
  using 
  their 
  Beguiling. Only in desperate situations 
  will the Vath use their Life Leech 
  mutation. The hard rubbery skin of the 
  Vath slows its air speed by 25% when 
  the weather gets cold (Skin Structure 
  Change). These creatures make their 
  homes in caves and other dark places, 
  although unlike their ancestors, they 
  travel during the day as well as night.   
   
  WEIRBULED 
   
  NUMBER: 1d8 
  FREQUENCY: Uncommon 
  MORALE:  
  HIT DICE: 5d10 
  ARMOR: 7 
  SIZE: L(1-2m) 
   
  SWIMMING: 12/900/18 
   
  MS:   1d10+8 
  IN: 1d4 
  DX: 1d10+2 
  CH: 1d4 
  CN:  1d8+6 
  PS: 1d10+11 
   
  BASE STOCK:  Trout 
  HABITAT: Freshwater lakes & rivers 
  DIET: Carnivore 
  ATTACKS: 2xBite (1d6) &  
  2xFeelers (1d6) 
  MUTATIONS: None 
   
  DESCRIPTION:  These one- to two-
  meter long fish are a deep brown color 
  with a dull yellow underbelly. Weirbuled 
  seemingly have some form of intelli-
  gence, for they are known to cleverly 
  attack only helpless or unsuspecting 
  humans. These creatures have stubby 
  teeth in their gaping mouths which 
  enable them to bite for one die (d6) of 
  damage. Their real weapons, however, 
  are the three pairs of tentacle-like feelers 
  which sprout from either side of their jaw. 
  The longest pair (40 to 80cm) is coated 
  with an acidic mucous which causes one 
  die (d6) of damage when a feeler 
  wounds an opponent. The other two 
  pairs of tentacle-like appendages are 
  semi-manipulative, and, in conjunction 
  with 
  strong 
  pectoral 
  fins 
  and 
  the 
  creature’s 
  tail, 
  can 
  be 
  used 
  for 
  locomotion, 
  including 
  climbing 
  into 
  vessels with low gunwales. Weirbuled 
  have been known to capture small boats 
  by climbing or jumping within, followed by 
  the slaying and eating of the occupants. 
  It is reported that truly giant weirbuleds of 
  three or more meters length hove been 
  seen, 
  and 
  such 
  creatures 
  would 
  undoubtedly have more virulent acids. 
  These reports have not been confirmed, 
  although claims of sighting these large 
  creatures persist. 
   
  YELLOW BELLY 
   
  NUMBER: 1-2 
  FREQUENCY: Very Rare 
  MORALE: 9 
  HIT DICE: 80d8 
  ARMOR: 7 
  SIZE: G(45 m) 
   
  SWIMMING: 12/900/18 
   
  MS:   1d6+10 
  IN: 1d4+2 
  DX: 1d10+8 
  CH: 1d4 
  CN:  2d10+11 
  PS: 4d20+30 
   
  BASE STOCK:  Sea snake 
  HABITAT: Oceans 
  DIET: Omnivore 
  ATTACKS: 1x (10d4+10) 
  MUTATIONS: Sonar; Heightened Sense 
  –smell; 
  Silence 
  field; 
  Phasing;  
  Telekinesis  
   
  DESCRIPTION: The largest of the known 
  serpents, the yellow belly looks like a 
  gigantic tadpole which is grey execept its 
  yellowish belly. It has a very wide mouth, 
  4 meters wide- half of its head! 
       The 'belly hunt by smell and sonar. 
  When it finds prey, it tries to sneak up by 
  using a silence field. It only attacks with a 
  massive bite and swallows prey upto 5 
  meters long. When attacking a ship, it 
  uses telekinesis to unarm the crew 
  (sending the weapons into the water), 
  then bites through the hull. If it fails a 
  moral check, it phases and swims 
  straight down. 
       The yellow belly is a ocean species of 
  serpent and, once in a great while, is 
  found swimming into fresh water looking 
  for food. The greatest concen-tration is 
  the kelp beds near tropical land. 
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  57 
  ZAYSHIN 
   
  NUMBER: 2d6 
  FREQUENCY: Uncommon 
  MORALE: 1d4+3 
  HIT DICE: 6d6 (18) 
  ARMOR: 5 
  SIZE: M (120cm) 
   
  LAND SPEED: 24/1800/36 
   
  MS: 1d10+2 
  IN: 1d4+4 
  DX:  3d6 
  CH: 1d12 
  CN:  1d10+8 
  PS: 1d10+11 
   
  BASE STOCK:  German Shepherd 
  HABITAT: Any non-arid/arctic 
  DIET: Carnivore 
  ATTACKS: 1xBite (1d8) 
  MUTATIONS: Confusion; Gas Gener-
  ation; Sonic Blast; Speed Increase; Total 
  Healing 
   
  DESCRIPTION: 
  This 
  mutated 
  descendant of the German Shepherd 
  (Alsatian) looks like an oversized version 
  of its ancestor. Domesticated zayshins 
  are often used as guard animals. 
       In combat, zayshins will nearly always 
  use their confusion mutation before any 
  other 
  actions. 
  Zayshins 
  prefer 
  to 
  surround an opponent, allowing the ones 
  behind the opponent to attack from 
  behind. The ones in front of an opponent 
  will use their sonic blast to weaken the 
  target for the zayshins attacking from 
  behind. If the battle seems to be going 
  against them, they will flee, using their 
  gas generation (causing paralysis for 
  1d20 minutes) and heightened speed 
  mutations to aid in their escape. 
       Wild zayshins hunt in packs, much 
  like pre-apocalypse wolves or feral dogs. 
  In these situations, the GM will need to 
  determine which one is the Alpha. If the 
  PCs are able to defeat the alpha, the rest 
  will automatically check morale, fleeing if 
  the 
  check 
  is 
  failed. 
  Domesticated 
  zayshins view their “master” as their 
  alpha. 
   
   
   
   
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  58 
  MUTANTS 
   
  Flick came closer, but still was unable to tell from even a few feet away what the white sticks were. It was not until 
  he stood over them and saw them shining dully against the dark earth in the noonday sun that he realized with a sickening 
  chill they were bones. 
  The jungle behind the stocky Valeman burst apart with a thunderous thrashing of limbs and brush. Forth from its 
  place of concealment emerged a grayish, multi-legged horror of monstrous size. A nightmare mutation of living flesh and 
  machine, its crooked legs balanced a body formed half of metal plating, half of coarse-haired flesh. An insect-like head 
  bobbed fitfully on a neck of metal. Tentacles tipped with stingers dipped slightly above two glowing eyes and savage jaws 
  that snapped with hunger. Bred by the men of another time to serve the needs of its masters, it had survived the 
  holocaust that had destroyed them, but in surviving and in preserving its centuries-old existence with bits of metal grafted 
  to its decaying form, it had evolved into a misshapen freak-and worse, an eater of flesh. 
  It was upon its hapless victim before anyone could move. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  - Terry Brooks, The Sword of Shannara 
   
   
  BLOB 
   
  NUMBER: 1 
  FREQUENCY: Very Rare 
  MORALE: 18 
  HIT DICE: 26d8 (104) 
  ARMOR: 0 
  SIZE: H (5+ meters) 
   
  LAND SPEED: 4/400/8 
   
  MS:   2d6+6 
  IN:  1 
  DX:   2d4+2 
  CH: 1 
  CN:   1d10+20 
  PS: 1d10+20 
   
  BASE STOCK:  Slime mold 
  HABITAT: any warm dry land 
  DIET: Omnivore 
  ATTACKS: 1x Engulf (4-40) 
  MUTATIONS: 
  Darkness 
  Generation; 
  Allergy -salt [D]; Material Transformation 
  stone to mud; Force Field Generation 
   
  DESCRIPTION: This is the land form of a 
  mutated slime mold. It is light brown to 
  red. It forms pseudopods for movement 
  and attacks. It has no mind to attack. 
  When suitable prey comes near the blob, 
  it will form darkness (+2on AC) and 
  attack. As it can not see it does not get a 
  THAC modifier due to the darkness. If 
  stone blocks its way to food, it will turn 
  the stone to mud and flow over or 
  through it. If it fails a moral check, it puts 
  up a force field and runs. If the field fails, 
  it will fight to the death. They reproduce, 
  unlike a slime mold, by dividing into 4 
  parts. 
   
  DIABLO 
   
  NUMBER: 1d8 
  FREQUENCY: Rare 
  MORALE: 6 
  HIT DICE: 12d6 (36) 
  ARMOR: 9 
  SIZE: M (1-2m wingspan) 
   
  LAND SPEED: 1/0/4 
  FLYING: 15/900/24 
   
  MS:  3d4 
  IN: 1d4+2 
  DX:  3d6+2 
  CH: 1d4 
  CN:  1d10+5 
  PS: 3d6 
   
  BASE STOCK:  Fungus 
  HABITAT: Ruins, Deserts, Deathlands 
  DIET:  
  ATTACKS: 1xClaws (1d8) or Solar blast 
  MUTATIONS: Wings; Special Attack 
  Form - Solar 
   
  DESCRIPTION: 
  This 
  bizarre 
  batlike 
  creature is actually a form of fungus, and 
  is a cousin of the Obb (see BRB). It is 
  viewed as bad luck, and a harbinger of 
  death in most areas. The most striking 
  feature of these beings is the large glass 
  like lens that dominates most of their 
  black central body. Diablos fly over the 
  deep deserts and wastelands, riding the 
  thermals and searching with their sharp 
  eyespots for anything crossing those 
  areas. They use their lens and the sun to 
  attack their victims, doing 4d6 damage 
  similar to an M.P.A.L. laser (Laser Pistol), 
  in an effect similar to a magnifying glass 
  focused on an ant. They can also slash 
  for 1d8 with their sickle like claws. When 
  a victim is dead the Diablo will land on 
  the body and put down roots, usually 
  draining all the blood overnight. The next 
  morning 
  they 
  launch 
  themselves 
  skyward, since they are nearly immobile 
  on the ground. Within a week spores 
  planted on the body will sprout into 1d6 
  young Diablos, who will instantly take to 
  the air. 
   
  KREA (Hateful One) 
   
  NUMBER: 1d2 
  FREQUENCY: Very Rare 
  MORALE: 2 
  HIT DICE: 17d8 (61) 
  ARMOR: 4 
  SIZE: M (1.75m) 
   
  LAND SPEED: 8 
   
  MS:  3d4 
  IN: 2d4 
  DX:  2d6 
  CH: 1d2 
  CN:  3d4 
  PS: 2d8 
   
  BASE STOCK:  Unknown 
  HABITAT: Forests, Underground 
  DIET: Carnivore 
  ATTACKS: 2xBite (2d6) 
  MUTATIONS: 
  Electrical 
  Generation; 
  Sonic Blast; Quick Teleportation (see 
  below); Pyrokinesis 
   
  DESCRIPTION: The krea looks like a 
  nightmare. Inside its 1.75 meter high, 
  deep red snail-like shell is a squat, ugly, 
  lime-green,  frog-like head. Four 4 meter 
  long tentacles splay out from beneath it. 
  Its great gaping mouth is lined with bony 
  ridges as sharp as cleavers. It can 
  perform no more than 2 attacks (on one 
  attack and one teleport) per turn. 
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  59 
     Krea are incredibly destructive just for 
  the sheer cruelty of it. In addition to their 
  fearsome attacks, they can teleport every 
  third round up to 30m away, as long as 
  they can see the destination.  
   
  MIMIC (The Unseen) 
   
  NUMBER: 4-16 (1d4x4) 
  FREQUENCY: Very Rare 
  MORALE: 15 
  HIT DICE: 15d8 (60) 
  ARMOR: Variable 
  SIZE: Large 
   
  MOVE: 24/1800/36 
   
  MS:   1d10+11 
  IN:  1d10+11 
  DX:   3d6 
  CH: 2d6 
  CN:   1d10+11 
  PS: 1d10+11 
   
  BASE STOCK:  Unknown 
  HABITAT: any (in the real sense of that 
  term) 
  DIET: Omnivore 
  ATTACKS: See below 
  MUTATIONS: 
  Shapechange 
  (see 
  below); Shapechange into object (see 
  below); Metamorphosis; Poison (limbs int 
  12 paralytic); Displacement 
   
  DESCRIPTION: Who knows? No living 
  being has seen one in its normal shape 
  and lived. It is unusual in that it can 
  shape change into objects 1 size 
  category larger and 2 smaller and can 
  hold that form indefinately. It also can 
  change into objects just by viewing it for 
  two rounds. The objects are mobile!! The 
  GM gives the stats. 
       It fights according to form. They tend 
  to change over the course of combat. 
  Note that it does have poison in all forms. 
       There are 3 types of mimics, those 
  who act like brownies, those who act 
  randomly, 
  and 
  those 
  who 
  "haunt" 
  houses. They do dwell in cities and are 
  legends like the hidden, who they may 
  prey upon. 
   
  OMNITAR (Mirrored One) 
   
  NUMBER: 1 
  FREQUENCY: Rare 
  MORALE: 3 
  HIT DICE: 9d6 (36) 
  ARMOR: 4 
  SIZE: M (1,5m tall) 
   
  LAND SPEED: 40/3000/60 
   
  MS: 2d8+2 
  IN:  3d6  
  DX: 2d4 
  CH: 1d3 
  CN: 3d6 
  PS: 2d4+2 
   
  BASE STOCK:  Unknown 
  HABITAT: Plains, Hills, Forests 
  DIET: Armovore - microbes 
  ATTACKS: See below 
  MUTATIONS: See below 
   
  DESCRIPTION: 
  The 
  omnitar 
  are 
  atmovores, that is, they exist withour 
  consuming any plants or animals, just 
  microbes found in the air. They resemble 
  1.5m tall crystalline cones that have 
  millions of 10cm bristles underneath that 
  provide locomotion. So smooth is the 
  bristling action that it looks like the 
  omnitar is floating on air and just 
  brushing the ground.  
       Omnitar have no attack forms in and 
  of themselves. They are immune to 
  nearly every attack form but fusion rifles 
  or trek bombs. Any weapon causing 
  physical damage merely bounces off 
  them. If hit by any other type of energy 
  weapon, they add one point to their Hit 
  Point score for every two points of 
  “damage” striking them. If struck with 
  lasers or sonics, they will automatically 
  return that round, treat as -1 to hit. If 
  more that 750 points of damage are 
  pumped into them, they will shatter 
  causing fragmentation damage (5d10) to 
  everything within a 10m radius.  
        Omnitars are usually found on plains, 
  gentle rolling hills, and forests.   
   
  SCREAMER 
   
  NUMBER: 1d6 
  FREQUENCY: Rare 
  MORALE: 8 
  HIT DICE: 9d8 (42) 
  ARMOR: 9 
  SIZE: M (human-sized) 
   
  LAND SPEED: 9/900/18 
   
  MS: 3d4 
  IN: 2d6+4 
  DX: 1d10+11 
  CH: 1d4+2 
  CN:  1d10+11 
  PS: 1d10+11 
   
  BASE STOCK:  Unknown 
  HABITAT: Deathlands, Ruins 
  DIET: Unknown 
  ATTACKS: 1xtouch (Int 13 Radiation) 
  MUTATIONS: 
  Immunity 
  -Lasers, 
  Radiation, Stun, Poison, Heat & Cold; 
  Life Leech; Directional sense 
   
  DESCRIPTION: Very little is known 
  about this strange and twisted species of 
  mutated beings, They are thought to be 
  sexless and so do not reproduce 
  themselves biologically, propagating their 
  kind by the destruction of other life-forms 
  instead. The corpse of any human or 
  humonoid creature killed by a screamer 
  slowly metamorphs itself into a screamer 
  the nightfall following the day of its death. 
  The only way to prevent this is to 
  completely destroy the body before the 
  change is effected. From mere wounds 
  inflicted by screamers, however, one 
  recovers in a normal manner. 
       Screamers appear as emaciated and 
  shrunken humanoids with yellowish-grey 
  skin. They are usually clad in the rotting 
  remains of what was once normal 
  clothing. The heads of screamers are 
  brutally hairless and their faces have 
  disappeared, mutated and melted into a 
  glistening, featureless mass of sickly-
  colored 
  flesh. 
  Only 
  a 
  formless, 
  cavernous, 
  toothless 
  mouth 
  is 
  still 
  discernible. From this mouth come the 
  unnerving moans, shrieks, and howls that 
  give the creature its name. Though 
  unable to communicate verbally and 
  seemingly not capable of rational thought 
  as we understand it, screamers appear to 
  have a highly developed, instinctive 
  sense of balance and direction.  
       Radiation causes screamers to emit a 
  bluish-green glow, the brightness of 
  which varies according to the level of 
  screaming maintained by the creature. 
       AII screamers are totally immune to 
  laser, radiation. stun, poison, heat and 
  cold-based attacks. They possess the 
  abilities of directional sense and life 
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  60 
  leech, the Iatter with a ronge of 20 
  meters (mental strength 12). In addition, 
  the touch of a screamer gives a sudden 
  lase of intensity 13 radiation to its victim. 
   
  SRE’FROTH (Invisible Glider) 
   
  NUMBER: 1d4 
  FREQUENCY: Rare 
  MORALE: 4 
  HIT DICE: 5d8 (20) 
  ARMOR: 2 
  SIZE: M (2-3m) 
   
  LAND SPEED: 3/300/6 
  GLIDE SPEED: 21/0/0 
   
  MS: 2d4+2 
  IN: 1d4 
  DX: 2d6+5 
  CH: 1d4 
  CN: 1d10+11 
  PS: 1d4+1 
   
  BASE STOCK:  Amphibian?? 
  HABITAT: Any 
  DIET: Omnivore 
  ATTACKS: See below 
  MUTATIONS: See below 
   
  DESCRIPTION: Sre’froth are lifeofrms 
  that resemble two to three meter 
  transparent 
  gelatinous planes. 
  Their 
  origins are unknown, but they are 
  thought to be amphibians who learned 
  how to glide. They are definitely not 
  flyers. Sre’froth can blend in anywhere, 
  crawl up any surface, and attach 
  themselves on anything, even ceilings, 
  by secreting a warm, sticky fluid as they 
  move. Thousands of transparent cilia on 
  their bodies can “feel” body heat within a 
  15m radius, high heat can be felt at even 
  greater distances. Sre’froth feed on 
  animals they detect and come into 
  contact with by wrapping around them, 
  somewhat like plastic food wrap, and 
  secreting strong acid around the prey. 
  This usually dissolves their victims in a 
  very short time and the ooze that is left 
  over is absorbed into the sre’froth as 
  straight 
  protein. 
  Their 
  damage 
  is 
  considered to be 2d6+Int 4 poison/ 
  corrosive. Damage from this special type 
  of attack is per turn of envelopment. The 
  outer protein (clothing, hide, armor, etc.) 
  must be eaten away before the character 
  takes damage, unless a large portion of 
  their body is exposed. Use the following 
  chart to determine the time required by 
  the sre’froth to consume different types of 
  materials. Remember, any equipment the 
  sre’froth comes into contact with will also 
  be affected. 
   
  ACTION 
  TURNS 
  EXPOSED 
  MATERIAL TYPE 
  1 
  Cloth, Vegetation, 
  Wood, Common plastic, 
  most synthetics 
   (AC10-8)   
  2 
  Light Metals, Heavy 
  Plastics (AC7-3) 
  3 
  Hard metals/plastic 
  alloys (AC 0-2) 
     
       Ceramics, glass, duralloy and certain 
  other materials are not affected. Sre’froth 
  can only be hurt by poison, sonics, 
  super-strong acids (Int 17+), fire, or 
  drowning. Once they have climbed to a 
  height of at least 3m they can launch 
  themselves into a silent glide. The 
  distance of the glide cannot exceed the 
  height of their climb.  
        On the ground sre’froth are 95% 
  undetectable by sight, when gliding this 
  drops to 75%. They cannot sense body 
  heat through ba’mutan hides and those 
  characters protected by such can pass 
  by sre’froth undetected. Ruins, caves, 
  deep woods, buildings, and canyons are 
  their favorite environs but they can be 
  found anywhere.  
   
  TENTACLED GHOUL 
   
  NUMBER: 1d4 
  FREQUENCY: Rare 
  MORALE: 8 
  HIT DICE: 8d8+8 (41) 
  ARMOR: 4 
  SIZE: M (human-sized) 
   
  LAND SPEED: 12 
   
  MS: 2d6+10   
  IN: 2d6+10 
  DX: 3d6 
  CH: 2d6 
  CN:  3d6 
  PS: 3d6 
   
  BASE STOCK:  Unknown 
  HABITAT: Deathlands, Ruins 
  DIET: Brains!!! Intelligent, preferably 
  PSH 
  ATTACKS: 4xtentacles (1d4+4) or 1x 
  weapon 
  MUTATIONS: 
  Partial 
  Carapace; 
  Telepathy; 
  Mental 
  Blast; 
  Mental 
  Multiplier; Improved Vision (IR); Immunity 
  – Radiation; No Immunity – Medicine 
  (see below) 
   
  DESCRIPTION: The tentacled ghoul is 
  not really a ghoul at all, but the name has 
  been used for it because of its diet of 
  human brains. This humanoid mutant has 
  pallid, tough skin and a nasty four-
  tentacled maw much like an octopus. 
       Despite their terrifying appearance, 
  their tentacles do not actually “suck out 
  the brains” as it is universally believed 
  across Gamma Meriga. They certainly 
  devour brains, but only after defeating 
  opponents and cracking open the victim’s 
  skull by conventional means. 
       These fiends are highly intelligent and 
  are masters of telepathy. They shun 
  melee combat if at all possible and prefer 
  to use their neural aresnal to dominate 
  and enslave others. They will accumulate 
  as many servants as possible to do their 
  bidding. Some factions throughout the 
  wasteland wonder if tentacled ghouls are 
  actually the true masters behind the Serf 
  Thought Masters. In truth, however, they 
  are not allied with the Serfs. In fact, even 
  they fear the inimical tentacled ghouls 
  and shudder to think of the havoc the 
  fiends could wreak if they multiplied in 
  greater numbers. 
       Restorationist 
  scientists 
  once 
  captured a tentacled ghoul alive and 
  studied it for weaknesses. The scientists 
  did finally determine that they are 
  extremely prone to adverse side effects 
  from human medication. Consequently, 
  the only other enclave of tentacled 
  ghouls near a Restorationist fortress was 
  wiped out by an army of troops using 
  conventional 
  weapons 
  supplemented 
  with Needlers filled with Antitoxins or 
  Antivirals. It is doubtful that details of this 
  weakness have been shared with those 
  outside the Restorationist mutant-slayer 
  ranks. 
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  61 
  WRAITH  
  (He Who Walks in Shadows) 
  NUMBER: 1 
  FREQUENCY: Very Rare 
  MORALE: 10 
  HIT DICE: 40d6 (120) 
  ARMOR: 0 
  SIZE:  M (human-sized) 
   
  LAND SPEED: 24/1800/36 
   
  MS:   3d10 
  IN: 1d10+11 
  DX:  3d6 
  CH: 1d4 
  CN:  1d10+15 
  PS: 1d10+11 
   
  BASE STOCK: Unknown 
  HABITAT: any warm land 
  DIET: PSH - Pituitary Glands 
  ATTACKS: Attacks (2 claws- 3d10 each) 
  MUTATIONS: Heightened Senses (all), 
  Heightened PS, DX, CN; Regeneration; 
  Antinecrobiosis - lives to 750 years; 
  Phobia [D] light; Tracking; Teleport 
   
  DESCRIPTION:  Unknown, all who have 
  seen it who are not insane do not 
  remember. All that is known is that it has 
  3 digits per foot and hand.   
       If the Wraith howls, all within 20 
  meters must make a tough MS check or 
  flee for 1d10 minutes. If it shows itself, all 
  who 
  see 
  it must make 
  a 
  nearly 
  impossible MS check or go insane for 2-
  20 minutes -treat as confusion, and the 
  person develops a phobia. The phobia is 
  related to the environment where the 
  Wraith was encountered (most likely 
  darkness). The Wraith hunts PSH for 
  certain chemicals found in pituitary gland. 
  It is deathly afraid of light greater than a 
  torch or flashlight, and will flee until in 
  darkness once again.  
       It attacks with its claws. If it strikes, 
  and still is visible, the blood (or sap) will 
  allow attackers to see the Wraith (-6 to 
  THAC0 though).  
   
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  62 
   
  STATLESS CREATURES 
   
   
   
   
   
  Sea creatures 
   
  Red's Jelly. This is not a jellyfish, but a 
  comb jelly. It is an oblong sphere .2 
  meters wide and .35 meters long, with a 
  reddish ting. The jelly has 16 rows of 
  small hairs (cilia) that allow the jelly to 
  move. And it has two branched feeding 
  tentacles that are held within the body 
  until food is encountered. 
   
  Dish Sponges. These animals are 
  mostly found in the northern hemisphere. 
  They are from .1 to 4 meters in diameter 
  and concave- this allows them to collect 
  falling debris as well as filter a larger 
  amount of water. 
   
  Feller's Eel. These animals are not fish, 
  but are cephalopod analogs. They have 
  a very elongated body, with old adults 
  being 5-8 meters long. They have a head 
  covered with 16 eyespots (which makes 
  up 1/5 of the body length) and a single 
  tentacle covered with sensory cells that 
  give it the ability to "taste" the water and 
  find prey. The mouth is recessed and has 
  a set of rasping teeth that can break 
  shells easily. It usually hunts fish though 
  and can be a nuisance to fish farmers. 
   
  Hunter Worms. Hunter worms are 
  commonly seen slowly moving over coral 
  and sponges as they feed on both them 
  and any other small animal that blunders 
  into them. They are camouflaged in the 
  color of the sponge or coral species it is 
  crawling on (each species of worm has a 
  specific prey species). Coral feeders 
  have a set of large mandibles used to 
  crush the coral to get at the food inside, 
  whereas the sponge feeders have small 
  mandibles and small tentacles emanating 
  from the head that help in non-sponge 
  prey capture. 
   
  Trash Slugs. These mollusk analogs are 
  found near human settlements and feed 
  on the garbage (food waste) thrown into 
  the water. They are poisonous and quite 
  colorful (purples, reds and yellows are 
  most common but any color is possible). 
  Some are kept as pets as they are very 
  easy to take care of. 
   
  Vacuum Worms. These worms are the 
  only known predator of trash slugs. They 
  are .5 to .75 meters long, jet black in 
  coloration and literally suck up their prey. 
   
  Black Skate. These small, flattened fish 
  sit on the bottom in coral reefs and feed 
  on the scraps of food produced by other 
  predators. They hide in the shadows and 
  can startle a person when they slowly 
  swim out to feed as they look like a 
  moving shadow. 
  Clam Council. This odd mutant is 
  descended from a group of ocean 
  dwelling clams that absorb nutrients 
  directly from the water (i.e. they don't 
  feed). They have developed a species 
  hivemind (and are very intelligent) and 
  thus 
  are 
  used 
  by 
  others 
  for 
  communication and memory storage. 
  Since they can not move on their own 
  and are helpless (except for their shells), 
  they are almost always found with armed 
  mutants. Each clam is about .25 Kg. 
  Some races find them irresistible as food 
  and have made wars on those who use 
  the clams. 
   
  Shark, Flying Mako. 3.6 m. very fast, 
  leaps spectacularly, glide 50 m., 1 in 10 
  have Levitation and can glide for 10 
  minutes.  Bright blue body and vanes, 
  slender body 
   
  Shark, Tiger.  7 m., 1000kg,  dark blue, 
  dark stripes. Pure Strain, immune to 
  mutation. (Perfect killing machines don’t 
  need improving!) 
   
  Moray Eel, Green. 2.5 m.,  ocean reefs, 
  very territorial, Electrical Generation, 4 m. 
  long specimens reported 
   
  Needlefish. 1.5 m. 4.5kg, .5 m spike on 
  nose. Leaps out of water and skewers 
  boaters when confused, attacks light 
  sources when confused, Still stupid and 
  easy to confuse. 
   
  Narlquith (Sea Ghost)  Manatee.  2 to 4 
  m., up to 580kg,  stay underwater 60 
  minutes, lives in fresh and salt water, 
  totally transparent (75% invisible on 
  surface, 
  95% 
  invisible 
  underwater.), 
  Beguiling, Displacement 
   
  Turtle, 
  Spiny 
  Leatherback 
  Sea 
  (Gammaras).  2-3 m. shell, up to 600 kg, 
  Spines, ‘Breathes Fire’ (Spits burning 
  Napalm 15 m. -above water only) Mated 
  pairs guard eggs and protect young who 
  ride on parents backs among the spines, 
  like baby opossums. 
   
  Island Fish (Barl Sutsut). 1-3 km 
  across, plankton eater, sleeps on surface 
  for weeks, back has carapace that looks 
  like 
  rock, 
  Partial 
  Carapace, 
  Photosynthetic Skin, Energy Negation 
  (D) 
     
  Otter, Sea.  Awakened species 1.2 
  meters tall, oxygen storage gland- stay 
  active underwater 3 hours, 6 hours to 
  replenish. Hands, speech, d2 mental 
  mutations 
   
  Wahoo.  3 m., 200kg  Related to tunas, 
  has pointed beak and bright stripes, 
  usually solitary, very fast and nimble. 
  Speed Increase (Hunt the Wild Wahoo!) 
  Excellent game and eating fish. 
   
  Oyster Toadfish. 0.4 m., poisonous 
  spines, sometimes enters fresh water, 
  tolerant to toxic environs 
   
  Eku-zu (Furry Crawlers) 0.2 to 0.6 m. 
  shell green-furred tree dwelling crabs live 
  on the coasts. Shells of large specimens 
  are sometimes used for small shields. 
   
  Hundreds of types of fish from 1 cm to 2 
  meters long live in the coastal regions of 
  Meriga. Approximately 30% of them are 
  toxic to humanoids and many just taste 
  awful. Buy Zah-Slah’s Field Guide to 
  Edible Fish of the Lantik Zea, now 
  available in waterproof version! 
   
  Sea Flora 
   
  Bubble Kelp 50 m. long, 1 meter wide 
  blade with tiny hydrogen bubbles along 
  edges. Will grow up to 10 meters out of 
  the water, held up by increasingly larger 
  bubbles with a large gasbag at the top. 
  These 
  gather 
  extra 
  sunlight 
  and 
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  63 
  eventually break off and drift off to start 
  new bubble kelp elsewhere.  Gas bags 
  are explosive and have about 20 kg of 
  lift, kelp is sometimes used to make 
  temporary rafts  
   
  Neocypress 30 m., tolerates salt water,  
  will grow in 10 meter deep water, grows 
  close together 
   
  Throwbacks 
   
  Mosasaurus. (Zeazillas) 15 m., Aquatic 
  lizard with flippers for feet, similar to 
  monitor lizards, large toothed mouth, 
  swallows medium creatures whole 
   
  Phytosaur (Great Sea Crocodile) 20 m., 
  shark-like tail, fins, nostrils between eyes 
  on a  volcano-like bump 
   
  Pakicetus. 3 m., Seal-like protowhale, 
  Lives in estuaries, swamps and coastal 
  regions, carnivorous, brown oily fur, 
  adapted for land or water  
   
  Plesiosaur (Nessies). 3-15 meters long, 
  totally aquatic. 
   
  Nothosaur. 3 m., small plesiosaur, legs 
  adapted for land or water. Beach, 
  estuary, and swamp dweller. 
   
  Land Creatures 
   
  Giant armadillos (Gel Sledds) “Plated 
  Tunnelers” 2m., 200kg. Digs 1 meter high 
  burrows, 
  using 
  Hands 
  of 
  Power-
  Petrification to line the tunnels with stone, 
  Genius Capacity- Mech,  Mental Bond 
  with one willing creature up to 20 kg 
  (similar to Symbiotic attachment), often 
  Zugarr. They are able to control the 
  creature and use them as hands. 
   
  Fox Squirrels (Zugarr) “Scampering 
  Squirrel”, 0.4 m. standing, 0.7 m. nose to 
  tip of tail. Very slender, Hands, Speech,  
  Genius Capacity- Mech, Speed increase, 
  Duality, grey fur with black mask, often 
  raises and rides Arns. 
   
  Daytorz’n “Walking Birdmen” 1.5 m., 
  flightless bipedal with feathers. Bald 
  Eagle stock, physically devolved to a 
  coleosaur, a lizard-like creature. Micro- 
  and 
  Macroscopic 
  Vision, 
  hands, 
  Telepathy, Psychometry, retains eagle’s 
  beak and plumage coloring 
   
  Mouse Lords (Serrods) Golden mouse.  
  4 cm, Very intelligent, Fear Generation, 
  Telepathy, 
  Genius 
  Capacity-Political, 
  Group Mentality- 2 or more Serrods 
  within 3 meters share the In and MS of 
  the highest Serrod plus 1. Additional 
  Serrods add 1 to MS and In of the group, 
  maximum is 21. 
   
  Heckles (sturmkrows) 0.5 m. wingspan, 
  weather manipulation, sound imitation, 
  can deliver messages, Sometimes used 
  by Carrins instead of bloodbirds. 
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  64 
  NEW MUTATIONS 
   
  Adaptive Enzyme 
  RANGE: Touch 
   
  TYPE: Physical, Concious, Plant 
  DURATION: Constant 
   
  USE: Constant 
  NUMBER: Variable 
  DAMAGE: Variable 
   
  EFFECTS: 
  Some 
  plants 
  have 
  developed 
  the 
  adaptive 
  enzyme 
  mutation as a means of reproduction. 
  The enzyme changes animal tissue 
  into plant material. Victims of an 
  enzyme attack begin losing skin 
  growth (hair, feather, scales, etc.) 1d8 
  hours after the attack. Their skin 
  growth is gradually replaced by green 
  plant-like skin over the next 4 days. On 
  the fifth day the victim becomes very 
  sick and loses half its PS. After 
  another 1d4 days the victim dies. A 
  few weeks later the enzyme will 
  change the corpse into a new plant 
  root. Several months later a new plant, 
  like the one that used the enzyme, will 
  grow from the root.  
       The adaptive enzyme can be 
  treated by a Medi-Kit, a Cur-In dose, or 
  exposure to radiation. For a radiation 
  cure the victim must make an attribute 
  check three times his CN plus the 
  Radiation 
  Intensity. 
  An 
  additional 
  check for radiation damage is required. 
  Characters who are cured will acquire 
  the photosynthetic skin mutation, and 
  recover their normal strength.  
       Adaptive enzyme attacks cause 
  victims 
  with 
  bacterial 
  or 
  poison 
  susceptibility to suffer the ill effects of 
  those mutations.  
   
  Collapsible Exoskeleton 
  RANGE: Self 
  TYPE: Physical, Animal, Concious 
  DURATION: Variable 
  USE: Variable 
  NUMBER:  N/A 
  DAMAGE: N/A 
   
  EFFECT: This mutation is usually 
  possessed by insects and insectoid 
  mutants. With this ability the mutant 
  can 
  expand 
  and 
  contract 
  its 
  exoskeleton, allowing it to flatten itself 
  or puff itself up.  
   
  Hallucinogenic Spores   
  RANGE: 3 cubic meters  
   
  TYPE: Physical, Plant, Concious 
  DURATION: d4 hours 
   
  USE: Three times/day 
  NUMBER: n/a 
  DAMAGE: None, see below for other 
  effects 
   
  EFFECTS: These plants are able to 
  secrete powerful hallucinogenic spores 
  through hundreds of tiny openings all 
  over their bodies, resulting in a slightly 
  pungent 
  cloud 
  of 
  the 
  substance 
  roughly 3 cubic meters in volume 
  which remains airborne for 1 round.  
  Those who inhale it must make a 
  Constitution check or suffer -3 to all 
  actions due to extreme disorientation.  
  The spores’ onset time is 1 round and 
  have a duration of d4 hours. Mutant 
  plants 
  with 
  this 
  mutation 
  are 
  unaffected by their own spores and 
  those of others of their own species. 
   
  Pheromones 
  RANGE: 500m  
   
  TYPE: Physical, Plant, Unconcious 
  DURATION: Variable 
   
   
  USE: Constant 
  NUMBER: All of same species 
  DAMAGE: None, see below for other 
  effects 
   
  EFFECTS: Pheromones are powerful 
  chemicals secreted by mutants or 
  subintelligent life forms as signals to 
  members of the same species. Only a 
  very tiny amount of pheromones is 
  needed 
  to 
  produce 
  it’s 
  effect. 
  Pheromones 
  are 
  released 
  involuntarily, triggered unconsciously 
  by the activity or emotional state of the 
  being with this mutation. Pheromone 
  use is most developed in insect and 
  insect mutatnt species. Characters 
  with this mutation have a percent 
  chance of detecting other species’ 
  pheromones according to the following 
  chart.  
   
  Species 
  Detecting 
          Pheromone from 
  Insect       Insectoid    Other 
  Insect 
  1% 
  5% 
  10% 
  Insectoid 
  1% 
  8% 
  15% 
  Other 
  1% 
  3% 
  25% 
   
           Once a pheromone from a 
  different species is detected there is 
  only a 20% chance of identifying the 
  species 
  that 
  is 
  emitting 
  the 
  pheromone. There is only a 10% of 
  understanding the meaning 
  of 
  a 
  pheromone of a different species. 
   
  TYPES OF PHEROMONES 
   
  Patrolling: The patrolling pheromone 
  is used to indicate nonaggressive 
  behaviour. It is usually emitted by 
  solitary insects crossing the territorial 
  boundaries of other members of their 
  species. The patrolling pheromone 
  supresses the impulse to attack.  
  Warning: The warning pheromone 
  warns other members of a species to 
  stay away. Any being emitting this 
  pheromone will attack other members 
  of its own species which come within 
  10m. 
  Death: The death pheromone is given 
  off whenever a being with this mutation 
  is killed. The death pheromone is 
  usually only found among social 
  insects, such as bees, ants, and 
  wasps. The death pheromone warns of 
  a threat to the insect colony and incites 
  all members of the same species 
  within range to attack any being of a 
  different species within 10m of the 
  dead insect. The death pheromone will 
  not be released if the being with the 
  pheromone is destroyed by fire. The 
  gland 
  that 
  produces 
  the 
  death 
  pheromone 
  is 
  frozen 
  by 
  mental 
  attacks, if the attacker passes a MS 
  check.  
   
  Race Mind 
  RANGE: 
  All 
  members 
  of 
  same 
  species/family 
  TYPE: 
  Mental, 
  Animal/Plant, 
  Unconscious 
  DURATION: Constant 
  USE: Constant 
  NUMBER: All of same species 
  DAMAGE: None, see below for other 
  effects 
   
  EFFECT: Species with this mutation 
  all think as one huge organism instead 
  of as tens of small individual units. For 
  the purposes of combat, MS is a single 
  statistic for all members of the species. 
  Any mental attacks affecting one 
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  65 
  member, will affect all others within 
  range. On the other hand, all species 
  with this mutation are in constant 
  telepathic contact, and cannot be 
  surprised.   
   
  Rocket Seeds   
  RANGE: 200 meters (20 meters  
  combat)   
  TYPE: Physical, Plant, Concious 
  DURATION: one growing season 
   
  USE: one attack to each target, per 
  action round 
  NUMBER:  4d6 seeds per season 
  DAMAGE: 3d6 
   
  EFFECTS: This highly evolved version 
  of Explosive Seeds results in the 
  growth of organic solid fuel rocket 
  motors to propel seeds a great 
  distance from the parent tree. The 
  base range for these seeds is 200 
  meters, and they do 3d6 damage. 
  Each plant will grow 4d6 rocket seeds 
  per season.    
   
  Total Healing of Others  
  RANGE: Touch 
   
  TYPE: Conscious Mental 
  DURATION: 10 seconds 
   
  USE: One other creature 
  NUMBER: 1 
  DAMAGE: None 
   
  EFFECTS: Mutant can all heal all 
  damage previously inflicted on another 
  (not himself) by touch. If used within 
  10 
  seconds 
  (1 
  Action 
  Turn) 
  of 
  exposure to poison or radiation, this 
  power negates the exposure effects. 
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  66 
  MUTANT STATISTICS  
   
  The creatures and monsters of the 
  GAMMA 
  WORLD® 
  game 
  are 
  fantastic and terrible, and all of them 
  could turn out to be either an enemy 
  or a friend. A seemingly harmless 
  insect or tree could be a deadly 
  predator, while a scaly, fanged 
  lizardman is a gentle devotee of 
  culture and etiquette. 
  The 
  listing 
  that 
  follows 
  describes the essential information 
  that the Game Master needs to 
  roleplay an encounter. Each of the 
  entries is described in detail below. 
   
  NAME: This is the creatures name. Other 
  names, if any, are listed in parentheses. 
   
  NUMBER: This is the typical number of 
  creatures found in a random encounter. 
  Villages or lairs probably have more. 
   
  FREQUENCY: The relative chance of 
  encountering this creature. 
   
  MORALE: Whenever the Game Master 
  thinks that the creatures might break and 
  run (first blood, clearly losing the battle, 
  etc.), he can have them make a morale 
  check. He rolls a 10-sided die, and if the 
  value is less than or equal to the morale 
  number, the creatures stay and fight. 
   
  HIT DICE: This is the number and type of 
  dice rolled for hit points. The average 
  value for this die roll is given in paren-
  theses for quick encounters where the 
  GM does not want to generate individual 
  hit points. 
  ARMOR: The creatures Armor Class 
  (AC) when not wearing armor. 
   
  SIZE: The creatures’ average size. 
  Estimates based on the table below 
  adapted from GW 4th Editions’ Basic Rule 
  Book.  
   
  Abbrev. Size Rating  
  Avg.  
  Height 
  T 
  Tiny 
   
  under ½ m 
  S 
  Small 
   
  ½-1m 
  M  
  Man-sized 
  2 m 
  L  
  Large 
   
  4 m 
  H  
  Huge 
   
  8m 
  G  
  Gargantuan  
  8m+ 
   
  SPEED: The creature’s speed using a 
  particular mode (eg. Land, Swimming, 
  Flying, Burrowing, etc.) 
   
  ABILITY SCORES: The range for each 
  creatures’ 
  Mental 
  Strength 
  (MS), 
  Intelligence 
  (IN), 
  Dexterity 
  (DX), 
  Constitution (CN), Charisma (CH), and 
  Physical Strength (PS). The GM should 
  roll individually, or use the average 
  values in parentheses. 
   
  BASE STOCK:  The original real-world 
  animal, plant or insect to which this 
  mutant traces its ancestry. 
   
  HABITAT: The terrain types where the 
  creature can be found 
   
  DIET: Carnivores eat meat, herbivores 
  eat plants, and omnivores eat both. 
  Scavengers 
  eat 
  carrion 
  or 
  waste 
  byproducts. Plants actually "eat" minerals 
  and nutrients derived from waste by-
  products. They are classified by the 
  animal diet category they come closest 
  to. 
   
  ATTACKS: All of the natural attacks of 
  the creature are listed along with the 
  damage that they can do. By weapon 
  indicates the creature will usually attack 
  with a melee weapon (see Equipment 
  Charts for weapon class & damage) 
    
  MUTATIONS: These are the physical, 
  mental, and/or plant mutations of the 
  creature.  
   
  DESCRIPTION: Prose description of the 
  creatures’ abilities, activity cycle, combat 
  strategy, 
  and 
  any 
  other 
  pertinent 
  information. 
   
  NOTES ON ABBREVIATIONS 
  USED IN INDICES 
   
  SOURCES  
   
   
  BRB-  Second Edition Basic Rule Booklet 
  DM# - Dragon Magazine issue #  
  PO# - Polyhedron Issue # 
  MM-   Mutant Manual I 
  MM2- Mutant Manual II 
  GW#- Gamma World module/cod 
  *         Denotes 2nd edition statistics 
  available in Mutant Manual II 
   
  TYPES  
   
   
   
  MA-  Mutated Animal (sentient) 
  MH-  Mutated Humanoid (sentient) 
  MP-  Mutated Plant (sentient) 
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  67 
  TABLES 
  Table 1: Mutants A to Z 
   
  PLANTS 
  Name 
  Alternate  
  Source 
  Acidweed 
   
  MM2 
  Ber Lep 
  Sweetpad 
  BRB 
  Blaster Blossom 
  Zapper 
  MM 
  Boomblossom 
   
  MM2 
  Boomerth 
  Bang Bush 
  GW6* 
  Cactisaurus Rex 
  Squeeler 
  MM2 
  Claptrap 
   
  PO#79* 
  Coner 
   
  DM#87 
  Crep Plant 
   
  BRB 
  Crumbleweed 
  Desert Roller 
  MM 
  Deathmoss 
   
  GW1* 
  Deng Khesh 
  Spiny Recluse 
  MM 
  Ed Ep 
  Paradise Tree 
  GW6* 
  Eyebane 
   
  MM2 
  Frid Esk 
  Phoenix Hedge 
  GW6* 
  Glower 
   
  GW2* 
  Harmony Tree 
  Friendly 
  MM 
  Horl Choo 
  Porcupine Plant 
  BRB 
  Horl Ep 
  Arrow Tree 
  PO#79* 
  Japin 
   
  MM2 
  Kai Lin 
  Lizard Bushes 
  BRB 
  Kep Plant 
  Sand Devil 
  BRB 
  Kudzu’hertl’cutl 
  Gardner 
  MM2 
  Mal Tonas 
  Courage Moss 
  MM2 
  Mimic Plant 
   
  GW4* 
  Mut Choo 
  Gas Plant 
  GW6* 
  Narl Ep 
  Ghost Tree 
  BRB 
  Nep Ep 
  Death Tree 
  GW6* 
  Ooz Blen 
  Klonoid 
  MM2 
  Perth 
  Gamma Bush 
  BRB 
  Pineto 
  Horse Cactus 
  BRB 
  Prot Ep 
  Defense Tree 
  GW6* 
  Puff Cactus 
   
  MM2 
  Ralla Kren 
  Cannibal Plant 
  OB 
  Razorgrass 
   
  MM2 
  Rosoid 
   
  DM#87 
  Sea Lily 
   
  MM2 
  Sentient Coral Reef 
   
  MM2 
  Seroon Lou 
   
  BRB 
  Shooter 
   
  DM#87 
  Shroom 
  Mushroom Folk 
  MM2 
  Smokerth 
  Flaming Bush 
  GW6* 
  Spitter 
  Bot Basher 
  MM 
  Starfish Cactus 
   
  MM2 
  Stilt Palm 
   
  MM2 
  Strangle 
   
  MM2 
  Tarn Zeb 
   
  GW2* 
  Trechlily 
   
  MM2 
  Win Seen 
  Tangler 
  BRB 
  Whirrzler 
  Propeller Plant 
  DM* 
  Xanqas 
  Shocking Mildew 
  MM2 
  Zeethh 
  Gamma Grass 
  BRB 
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  68 
  INSECTS 
  Aerosquid 
  Sky Walker 
  MM 
  Ant, Giant 
   
  MM2 
  Arn 
  Dragon Bug 
  BRB 
  Belo 
  Giant Water Bug 
  MM2 
  Blaash 
  Gamma Moth 
  BRB 
  Blackun 
  Attercop 
  BRB 
  Blaasut 
  Giant Moth 
  GW6* 
  Blight 
  Cloud Worm 
  BRB 
  Bloodwasp 
   
  GW4* 
  Buggem 
  Termite Folk 
  GW1* 
  Bumble 
  Bee Folk 
  MM 
  Bu’tal 
  Ambush Bug 
  MM2 
  Cal Then 
  Flying Ripper 
  BRB 
  Che’tal 
  Greater Bloodwing 
  MM2 
  Cid’tal 
  Nymph 
  MM2 
  Crustean 
  Crusty’un 
  MM 
  Encroach 
  Them 
  MM 
  Euryl 
  Mayday Bug 
  MM2 
  Firebug 
  The Black Plague 
  MM 
  Floth Ha 
  Shutter 
  MM2 
  Ger’tal 
  Water Walker 
  MM2 
  Gigglebug 
   
  DM#126 
  Glider 
  Zap Lizard 
  MM 
  Jo’tal 
  Lesser Bloodwing 
  MM2 
  Kreel Torn 
  Leaper 
  MM 
  Lukaluka 
  Gobbler 
  MM 
  Hellfly 
   
  MM2 
  Hellworm 
   
  MM2 
  Herp 
  Tiger Beetle 
  BRB 
  Humbug 
   
  DM#85 
  Juggernaut 
  Big Daddy 
  MM2 
  Jungle Lurker 
   
  DM#85 
  Ka’tal 
  Flying Death 
  MM2 
  Landworm 
  Mutha 
  MM2 
  Locus 
  Giant Locust 
  MM2 
  Lorida Orp 
  Scorpion Folk 
  AP2* 
  Lurker 
   
  AP2* 
  Lytid 
  Giant Beetle 
  MM2 
  Manta 
  Green Render 
  BRB 
  Molnang 
  Death Snail 
  DM#126 
  Parn 
  Sword Beetle 
  BRB 
  Plague Beetle 
  Nurglez 
  MM2 
  Potato Bug, Giant 
  Taterbug 
  MM2 
  Quanakus 
  Moving Barricade 
  GW6* 
  Reptoad 
   
  DM#126 
  Rhya 
  Bigwig 
  MM2 
  Rust’ee 
  Hulk Mollusk 
  MM2 
  Scorpito 
  Thrum 
  MM2 
  Sea Spider 
  Salt Spider 
  MM2 
  Shield Worm 
   
  MM2 
  Sin’tal 
  Assassin Bug 
  MM2 
  Slake 
  Giant Sea Slug 
  MM2 
  Slashworm 
   
  MM2 
  Slimer 
  Blue Snail 
  MM2 
  Slimy Grazer 
   
  MM2 
  Soul Besh 
  Skeeter 
  BRB 
  Staph 
   
  MM2 
  Thy’tal 
  Silver Sucker 
  MM2 
  Ti’tal 
  Green Lantern 
  MM2 
  Trapworm 
   
  MM2 
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  69 
  Tremorworm 
  Graboid 
  MM2 
  Vene’a’mub 
  Villain that Hides and Kills 
  GW6* 
  Ventworm 
   
  MM2 
  Vilchnek 
  Jumping Spider 
  MM 
  Water Bear 
  Sea Cow 
  MM2 
  Zarn 
  Borer Beetle 
  BRB 
  ANIMALS 
  Admiral 
  Lake Folk 
  OB 
  Albilope 
   
  GW2* 
  Ape, Carnivorous 
  Magilla 
  MM2 
  Ark 
  Hound Folk 
  BRB 
  Armada 
   
  MM2 
  Arrowbeak 
   
  MM2 
  Ba’crol’bai 
  Endlessly Running Beast 
  GW6* 
  Badder 
  Digger Folk 
  BRB 
  Bahrz 
   
  MM2 
  Ba’mutan 
  Rock that Gasses 
  GW6* 
  Barl Nep 
  Deathfish 
  BRB 
  Barxyn 
  Smokie 
  GW3* 
  Ba’sled 
  Rock that Burrows 
  GW6* 
  Batslith 
  Spinning Snake 
  MM2 
  Bigoon 
   
  GW1* 
  Blade Whale 
  Rammer 
  MM 
  Bloodbird 
  Red Death 
  BRB 
  Boarz 
  Two-Horn 
  MM2 
  Brutorz 
  Big Walker 
  BRB 
  Bu’daan 
  Those Which Fly to the Moon 
  GW6* 
  Bulo 
   
  GW2* 
  Buzzbird 
  Flitter 
  DM#126* 
  Cark 
  Blend Dog 
  MM2 
  Carrin  
  Dark Emperor 
  BRB 
  Centisteed 
  Fast Trotter 
  BRB 
  Chessex 
  Fear Deer 
  MM 
  Chotslith 
  Bristle Snake 
  GW6* 
  Cren Tosh 
  Lizard Fish 
  BRB 
  Croaker 
   
  MM2 
  Cycloptron 
   
  DM#75* 
  Dabber 
  Brown Beggar 
  BRB 
  Dagmit 
  Purple Pygmy 
  DM#126* 
  Daycut 
  Bird Friend 
  GW6* 
  Digger 
   
  MM2 
  Dyllon 
  Prickly Folk 
  MM2 
  Drac 
  Bat Folk 
  MM 
  Dragun 
  Sea Gator 
  MM 
  E’glee 
  Baldee 
  GW3* 
  Ekola 
  Fur Ball 
  GW6* 
  Ert 
  Stonefish 
  BRB 
  Ert Telden 
  Firefish 
  BRB 
  Fen 
  Man-fish 
  BRB 
  Fleshin 
  Flying Fish 
  BRB 
  Flipp 
  Clicker Fish 
  MM 
  Fragger 
   
  MM2 
  Gallus Gallus 5/13 
   
  GW2* 
  Garf 
   
  MM2 
  Garrel 
  Sneaker 
  MM 
  Gator 
  Green Hisser 
  BRB 
  Gazilla Monster 
   
  MM2 
  Greep 
   
  MM2 
  Gren 
  Green Man 
  BRB 
  Gretvol 
  Dark Dweller 
  OB 
  Groak 
   
  OB 
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  70 
  Gwyll 
   
  MM2 
  Hawkoid 
   
  BRB 
  Hawkwolf 
   
  MM2 
  Herkel 
  Devil Fish 
  BRB 
  Hi-snake 
   
  MM2 
  Hisser 
  Man Snakes 
  BRB 
  Hogart 
  Thunder Bird 
  MM 
  Holcut 
  Ugly Friend 
  GW6* 
  Hoop 
  Floppsy 
  BRB 
  Hopper 
  Jackalope 
  BRB 
  Horsy 
   
  MM2 
  Howler 
  Wolf Folk 
  MM 
  Hwan-hul 
   
  MM2 
  Hydra 
   
  MM2 
  Hydragen 
   
  DM#75* 
  Jaget 
  Savannah Cat 
  BRB 
  Jeste 
  Trickster 
  MM 
  Joardanz 
   
  OB 
  Kaiute 
   
  MM2 
  Kamodo 
  Thunder Lizard 
  BRB 
  Katkin 
  Cat Folk 
  GW1* 
  Keeshin 
  Water Weird 
  BRB 
  Kooda 
   
  MM2 
  Kraak 
   
  OB 
  Letharp 
   
  GW1* 
  Lil 
  Wee One 
  BRB 
  Loo-pur 
  Grey Shadow 
  GW3* 
  Maali 
   
  GW2* 
  Makeen 
  Skreecher 
  MM2 
  Marlok 
  Deep Dweller 
  MM 
  Menarl 
  Slime Devil 
  BRB 
  Mingo 
   
  MM2 
  Minda Ray 
   
  MM2 
  Mississippi Brainhound 
   
  MM2 
  Mokla 
  Baby Bront/Sea Devil 
  MM 
  Mountain Man 
  Squatch 
  MM 
  Nireg 
  Killer Turtle 
  MM 
  Ny’an 
   
  GW6* 
  Orcoid 
   
  MM2 
  Orlen 
   
  BRB 
  Podog 
   
  BRB 
  Purrlion 
  Heer Kitty 
  MM 
  Rakox 
   
  BRB 
  Rampant 
  Juggernaut 
  MM 
  Rakkon 
  Brown Runner 
  MM 
  Rastagator 
   
  MM2 
  Raydium  
   
  DM#75* 
  Relanop 
  Lava Lizard 
  OB 
  Ribbet 
  Flying Frog 
  MM 
  Rog 
  Bristleback 
  GW 4th BRB 
  Sarbise 
  Vark 
  GW 4th BRB 
  Sea Serpent, Black 
   
  MM2 
  Sea Serpent, Green 
   
  MM2 
  Sep 
  Land Shark 
  BRB 
  Screp 
  Tree Gator 
  MM 
  Serf 
  Thought Master 
  BRB 
  Shef 
  Giant Crab 
  MM2 
  Sheezu 
  Climber 
  GW6* 
  Shez’ur 
  Spiked Flyer 
  GW6* 
  Sho’day 
  Bird of the Moonlight 
  GW6* 
  Shog 
   
  MM2 
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  71 
  Sifoner 
  Green Stalker 
  MM 
  Skwil 
  Rok’Ee 
  GW3* 
  Sleeth 
  Seer Lizard 
  BRB 
  Slippig 
  Greaseball 
  MM 
  Smovbai 
  Iron Beast 
  GW6* 
  Snag 
   
  MM2 
  Soopturt 
   
  MM2 
  Spider Lil 
   
  AP2* 
  Spiny Craw 
   
  MM2 
  Sprey 
   
  MM2 
  Squeeker 
  King Rat 
  BRB 
  S’re’daan 
  Dependable One 
  GW6* 
  Stagon 
  Riding Deer 
  GW 4th BRB* 
  Sticky 
  Swamp Sucker 
  MM2 
  Stuhumphaga 
  Stupmer 
  DM#126 
  Sucslith 
  Sucker Snak 
  GW6* 
  Tanglepus 
   
  MM2 
  Telenha 
   
  MM2 
  Terl 
  Tree Fish 
  BRB 
  T’larryn 
   
  MM2 
  Toother  
  Bucker 
  GW3* 
  Triphant 
  Flailer 
  MM 
  Tsorsut 
  Giant Bat 
  MM2 
  Vath 
  Lee’Gosi 
  GW3* 
  Wardent 
  Devo Beast 
  BRB 
  Weirbuled 
   
  GW1* 
  Xloe 
  Thunder Clapper 
  MM 
  Yellow Belly 
   
  MM2 
  Yexil 
  Orange Scarfer 
  BRB 
  Yfief 
  Two-headed Snake 
  OB 
  Zayshin 
   
  MM2 
  OTHER CREATURES 
  Android 
   
  BRB 
  Arrl 
  Evil Spirit 
  OB 
  Ameebie 
  Shapeless One 
  MM 
  Ball Macrobe 
   
  DM#87* 
  Blob 
   
  MM2 
  Diablo 
   
  MM2 
  Eye Macrobe 
   
  DM#87* 
  Fungimal 
   
  DM#85* 
  Hidden, The 
   
  OB 
  Krea 
  Hateful One 
  GW6* 
  Mimic 
  The Unseen 
  MM2 
  Nitrodjinn 
   
  DM#75* 
  Obb 
  Flying Eye 
  BRB 
  Omnitar 
  Mirrored One 
  GW6* 
  Screamer 
   
  GW1* 
  S’re’froth 
  Invisible Glider 
  GW6* 
  Sword Macrobe 
   
  DM#87* 
  Tentacled Ghoul 
   
  MM2 
  Wraith 
  He Who Walks in Shadows 
  MM2 
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  72 
   
  Table 2: Creatures by Terrain Type 
   
  CLEAR  
  (Including plains, grasslands, savannahs, scrublands, and rolling hills) 
   
  Creature 
  # Appearing 
  Type 
  Acidweed 
  1d3 
  Plant 
  Albilope 
  2d6 
  MA 
  Android 
  1d6 
  Robot 
  Ant, Giant 
  5d10 
  Insect 
  Arn 
  1d6 
  Insect 
  Ba’crol’bai 
  5d10 
  Reptile 
  Ba’mutan 
  2d3 
  Animal 
  Badder 
  3d6 
  MA 
  Batslith 
  1d4+2 
  Reptile 
  Blob 
  1 
  Lowlife 
  Bloodwasp 
  2d20+5 
  Insect 
  Boarz 
  2d4+1 
  MA 
  Boomerth 
  1d4 
  Plant 
  Brutorz 
  2d6 
  Animal 
  Bu’tal 
  1 
  Insect 
  Buggem 
  1d10 
  Insect 
  Bulo 
  2d4 
  Animal 
  Cark 
  2d6 
  Animal 
  Centisteed 
  1d4 
  Animal-Insect 
  Chotslith 
  1d6 
  Reptile 
  Cid’tal 
  1 
  Insect 
  Claptrap 
  1d6 
  Plant 
  Daycut 
  1d8 
  Bird 
  Digger 
  3d6+4 
  MA 
  Ekola 
  1d20 
  Animal 
  Frid Esk 
  1d4 
  Plant 
  Gigglebug 
  1 
  Insect 
  Gwyll 
  20-50 
  Animal 
  Hawkoid 
  1d4-1 
  MA 
  Herp 
  1d4-1 
  Insect 
  Hogart 
  1d4-2 
  Reptile 
  Holcut 
  1d12 
  Animal 
  Hoop 
  1d20 
  MA 
  Hopper 
  1d20 
  Animal 
  Howler 
  1d4-2 
  MA 
  Hydra 
  1 
  Reptile 
  Jaget 
  1d4 
  MA 
  Joardanz 
  2d10 
  MA 
  Juggernaut 
  1d4 
  Animal 
  Juggernaut 
  1 
  Insect 
  Kaiute 
  2d12 
  MA 
  Krea 
  1d2 
  Mutant 
  Locus 
  (1d4+1)x10 
  Insect 
  Mississipi Brainhound 
  1d6 
  MA 
  Omnitar 
  1 
  Mutant 
  Plague Beetle 
  2d10 
  Insect 
  Podog 
  1d12 
  Animal 
  Potato Bug, Giant 
  50-150 
  Insect 
  Quanakus 
  1d4 
  Insect 
  Rakox 
  5d6 
  Animal 
  Ralla Krens 
  1d4 
  Plant 
  Razorgrass 
  1 
  Plant 
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  73 
  Reptoad 
  1d4-2 
  Amphibian 
  Rog 
  2d4 
  Animal 
  Sarbise 
  1d20 
  MA 
  Scorpito 
  4d6 
  Insect 
  Shez’Ur 
  10d10 
  Animal 
  Sleeth 
  1d10 
  MA 
  Smokerth 
  1d4 
  Plant 
  S’re’daan 
  1d10 
  Animal 
  Sre’froth 
  1d4 
  Mutant 
  Stagon 
  2d6 
  Animal 
  Stuhumphagas 
  1d4-2 
  Amphibian 
  Sucslith 
  1d4+1 
  Reptile 
  Thy’tal 
  1 
  Insect 
  T’Larryn 
  3d12 
  Reptile 
  Vene’a’mub 
  1d4+1 
  Insect 
  Wraith 
  1 
  MH 
  Yexil 
  1d4 
  MA 
  Yfief 
  1d2 
  Reptile 
  Zarn 
  1d4-2 
  Insect 
  Zayshin 
  2d6 
  Animal 
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  74 
   
  MOUNTAINS 
  (Including hills) 
   
  Creature 
  # Appearing 
  Type 
  Ark 
  1d4 
  MA 
  Arn 
  1d6 
  Insect 
  Bahrz 
  1d4 
  MA 
  Ba’sled 
  1d4+1 
  * 
  Blight 
  1d4 
  Lowlife 
  Boomerth 
  1d4 
  Plant 
  Bu’daan 
  1 
  Animal 
  Cal Then  
  1d4-2 
  Insect 
  Cark 
  2d6 
  Animal 
  Carrin 
  1d4-2 
  Bird 
  Chotslith 
  1d6 
  Reptile 
  Cycloptron 
  2d6 
  MH 
  Daycut 
  1d8 
  Bird 
  Dillonsfolk 
  2d6 
  MH 
  Drac 
  1d8 
  MA 
  E’glee 
  1d8 
  MA 
  Ekola 
  1d20 
  Animal 
  Frid Esk 
  1d4 
  Plant 
  Hawk Wolf 
  1d6+4 
  Animal 
  Hawkoid 
  1d4-1 
  MA 
  Herp 
  1d4-1 
  Insect 
  Hisser 
  1d10 
  MA 
  Hogart 
  1d4-2 
  Reptile 
  Huan-hul 
  2d6 
  MH 
  Hydra 
  1 
  Reptile 
  Kep Plant 
  1d4 
  Plant 
  Manta 
  1d4-2 
  Insect 
  Mississipi Brainhound 
  1d6 
  MA 
  Mountain Man 
  1d6 
  MH 
  Orlen 
  1d4-1 
  MH 
  Parn 
  1d4 
  Insect 
  Plague Beetle 
  2d10 
  Insect 
  Podog 
  1d12 
  Animal 
  Quanakus 
  1d4 
  Insect 
  Rakox 
  5d6 
  Animal 
  Sarbise 
  1d20 
  MA 
  Sep 
  1d6 
  Animal 
  Sheezu 
  1d6 
  Animal 
  Sho’day 
  2d10 
  Animal 
  Slippig 
  1d6 
  Animal 
  Smokerth 
  1d4 
  Plant 
  Sre’froth 
  1d4 
  Mutant 
  Sucslith 
  1d4+1 
  Reptile 
  Vath 
  1d8 
  MA 
  Vene’a’mub 
  1d4+1 
  Insect 
  Wardent 
  1d4-2 
  MH 
  Yexil 
  1d4 
  MA 
  Zarn 
  1d4-2 
  Insect 
  Zeethh 
  5d20 
  Plant 
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  75 
   
  FOREST 
  (Including jungles) 
   
  Creature 
  # Appearing 
  Type 
  Ameebie 
  1 
  Lowlife 
  Ant, Giant 
  5d10 
  Insect 
  Ape, Carnivorous 
  2d4 
  Animal 
  Arn 
  1d6 
  Insect 
  Arrowbeak 
  2d6 
  Bird 
  Ba’mutan 
  2d3 
  Animal 
  Badder 
  3d6 
  MA 
  Bahrz 
  1d4 
  MA 
  Barxyn 
  1d4 
  MA 
  Batslith 
  1d4+2 
  Reptile 
  Bigoon 
  1d6 
  Animal 
  Blaash 
  1d10 
  Insect 
  Blaasut 
  1d10 
  Insect 
  Blackun 
  1d4-1 
  Insect 
  Blob 
  1 
  Lowlife 
  Blood Bird 
  1d4-2 
  Bird 
  Bloodwasp 
  2d20+5 
  Insect 
  Boomerth 
  1d4 
  Plant 
  Bu’daan 
  1 
  Animal 
  Buggem 
  1d10 
  Insect 
  Cark 
  2d6 
  Animal 
  Centisteed 
  1d4 
  Insect-Animal 
  Che’tal 
  2d10 
  Insect 
  Chotslith 
  1d6 
  Reptile 
  Cid’tal 
  1 
  Insect 
  Dabber 
  1d8 
  MA 
  Daycut 
  1d8 
  Bird 
  Deathmoss 
  1 
  Plant 
  Digger 
  3d6+4 
  MA 
  Drac 
  1d8 
  MA 
  Ed Ep 
  1 
  Plant 
  Ekola 
  1d20 
  Animal 
  Eyebane 
  1d4 
  Plant 
  Floth Ha 
  1d2 
  Insect 
  Frid Esk 
  1d4 
  Plant 
  Garrel 
  1d4 
  Animal 
  Grens 
  1d8 
  MH 
  Harmony Tree 
  1 
  Plant 
  Hi-snake 
  1d3 
  Reptile 
  Hisser 
  1d10 
  MA 
  Holcut 
  1d12 
  Animal 
  Horl Choo 
  1d4-1 
  Plant 
  Horl Ep 
  1d4 
  Plant 
  Hydra 
  1 
  Reptile 
  Japin 
  1d4+1 
  Plant 
  Jeste 
  1d12 
  MH 
  Juggernaut 
  1 
  Insect 
  Kai Lin 
  1d4 
  Plant 
  Kaiute 
  2d12 
  MA 
  Katkin 
  1d6 
  MA 
  Krea 
  1d2 
  Mutant 
  Kud’zu Hert’l’cul 
  5d4 
  MP 
  Lil 
  1d20 
  MH 
  Locus 
  (1d4+1)x10 
  Insect 
  Loo Pur 
  3d6 
  MA 
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  76 
  Lytid 
  1d4+1 
  Insect 
  Maali 
  1 
  MA 
  Makeen 
  1d4 
  Animal 
  Mal Tonas 
  1 
  Lowlife 
  Mississipi Brainhound 
  1d6 
  MA 
  Mut Choo 
  1d4 
  Plant 
  Narl Ep 
  1d4 
  Plant 
  Nep Ep 
  1d2 
  Plant 
  Obb 
  1d4 
  Lowlife 
  Omnitar 
  1 
  Mutant 
  Perth 
  1d10 
  Plant 
  Pineto 
  1d8 
  Plant 
  Plague Beetle 
  2d10 
  Insect 
  Prot Ep 
  1d6 
  Plant 
  Quanakus 
  1d4 
  Insect 
  Rog 
  2d4 
  Animal 
  Sep 
  1d6 
  Animal 
  Scorpito 
  4d6 
  Insect 
  Sheezu 
  1d6 
  Animal 
  Shez’Ur 
  10d10 
  Animal 
  Sho’day 
  2d10 
  Animal 
  Shog 
  1d4 
  MH 
  Sifoner 
  1d4-2 
  Animal 
  Sin’tal 
  1d8 
  Insect 
  Skwil 
  1d6+1 
  MA 
  Smokerth 
  1d4 
  Plant 
  Soul Besh 
  1d4 
  Insect 
  Sre’froth 
  1d4 
  Mutant 
  Stagon 
  2d6 
  Animal 
  Sucslith 
  1d4+1 
  Reptile 
  Terl 
  1d4 
  Fish 
  Thy’tal 
  1 
  Insect 
  Ti’tal 
  1d4 
  Insect 
  T’Larryn 
  3d12 
  Reptile 
  Tsorsut 
  1d4 
  Animal 
  Vene’a’mub 
  1d4+1 
  Insect 
  Win Seen 
  3d4 
  Plant 
  Wraith 
  1 
  MH 
  Zayshin 
  2d6 
  Animal 
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  77 
   
  DESERT 
  (Including wastelands, badlands, and tundra) 
   
  Creature 
  # Appearing 
  Type 
  Acidweed 
  1d3 
  Plant 
  Ant, Giant 
  5d10 
  Insect 
  Ba’sled 
  1d4+1 
  * 
  Blight 
  1d4 
  Lowlife 
  Bloodwasp 
  2d20+5 
  Insect 
  Boarz 
  2d4+1 
  MA 
  Boomerth 
  1d4 
  Plant 
  Buggem 
  1d10 
  Insect 
  Cactisaurus Rex 
  1d6 
  Plant 
  Cal Then 
  1d4-2 
  Insect 
  Cark 
  2d6 
  Animal 
  Carrin 
  1d4-2 
  MA 
  Chotslith 
  1d6 
  Reptile 
  Crumbleweed 
  1 
  Plant 
  Crustean 
  1 
  MA 
  Dagmit 
  2d8+2 
  MH 
  Deng Khesh 
  1d12 
  Plant 
  Diablo 
  1d8 
  Lowlife 
  Digger 
  3d6+4 
  MA 
  Ekola 
  1d20 
  Animal 
  Frid Esk 
  1d4 
  Plant 
  Gazilla Monster 
  1 
  Reptile 
  Hisser 
  1d10 
  MA 
  Hydragen 
  1d4 
  Reptile 
  Hydra 
  1 
  Reptile 
  Kaiute 
  2d12 
  MA 
  Kep Plant 
  1d4 
  Plant 
  Komodo 
  1d4-2 
  Reptile 
  Manta 
  1d4-2 
  Insect 
  Nitrodjinn 
  1 
  MH 
  Parn 
  1d4 
  Insect 
  Perth 
  1d10 
  Plant 
  Plague Beetle 
  2d10 
  Insect 
  Podog 
  1d12 
  Animal 
  Puff Cactus 
  3d12 
  Plant 
  Quanakus 
  1d4 
  Insect 
  Razorgrass 
  1 
  Plant 
  Reptoad 
  1d4-2 
  Amphibian 
  Sarbise 
  1d20 
  MA 
  Scorpito 
  4d6 
  Insect 
  Sep 
  1d6 
  Animal 
  Serf 
  1d4 
  MH 
  Smokerth 
  1d4 
  Plant 
  Sre’froth 
  1d4 
  Mutant 
  Starfish Cactus 
  1d8 
  Plant 
  Stuhumphagas 
  1d4-2 
  Amphibian 
  Tremorworm 
  1 
  Lowlife 
  Wraith 
  1 
  MH 
  Yexil 
  1d4 
  MA 
  Zarn 
  1d4-2 
  Insect 
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  78 
   
  FRESHWATER WETLANDS 
  (Including swamps, bogs, ponds, lakes, and rivers) 
   
  Creature 
  # Appearing 
  Type 
  Admiral 
  1d4 
  MH 
  Armada 
  1d4 
  Lowlife 
  Bar Lep 
  1d6 
  Plant 
  Barl Nep 
  1d4-2 
  Fish 
  Belo 
  1 
  Insect 
  Blob 
  1 
  Lowlife 
  Boomblossom 
  2d10 
  Plant 
  Che’tal 
  2d10 
  Insect 
  Chotslith 
  1d6 
  Reptile 
  Cren Tosh 
  1d4-2 
  Amphibian 
  Crep Plant 
  1d4 
  Plant 
  Croaker 
  3d6 
  Amphibian 
  Crustean 
  1 
  MA 
  Ekola 
  1d20 
  Animal 
  Ert 
  1d4-2 
  Fish 
  Ert Telden 
  1d6 
  Fish 
  Euryl 
  1d4+1 
  Insect 
  Fen 
  1d10 
  MH 
  Fleshin 
  1d4-2 
  Fish 
  Fragger 
  1d8 
  Amphibian 
  Garf 
  1d8 
  Fish 
  Gator 
  1d4-2 
  Amphibian 
  Ger’tal 
  2d4 
  Insect 
  Glower 
  1d4 
  Lowlife 
  Greep 
  3d6+4 
  Amphibian 
  Groak 
  1d12 
  Amphibian 
  Herkel 
  5d6 
  Fish 
  Hydra 
  1 
  Reptile 
  Jo’tal 
  4d10 
  Insect 
  Ka’tal 
  1d10 
  Insect 
  Keeshin 
  1d4 
  Amphibian 
  Krea 
  1d2 
  Mutant 
  Letharp 
  1 
  Fish 
  Mal Tonas 
  1 
  Lowlife 
  Menarl 
  1d4 
  MA 
  Mimic Plant 
  1d10 
  Plant 
  Mingo 
  1d20 
  Bird 
  Mississipi Brainhound 
  1d6 
  MA 
  Mokla 
  1d4 
  Amphibian 
  Mut Choo 
  1d4 
  Plant 
  Narl Ep 
  1d4 
  Plant 
  Nireg 
  1d4 
  Amphibian 
  Orcoid 
  2d10 
  MA 
  Plague Beetle 
  2d10 
  Insect 
  Quanakus 
  1d4 
  Insect 
  Rastagator 
  1d10 
  MA 
  Razorgrass 
  1 
  Plant 
  Reptoad 
  1d4-2 
  Amphibian 
  Rhya 
  1 
  Insect 
  Ribbet 
  2d8 
  Amphibian 
  Sea Serpent, Black 
  d10+1 
  Reptile 
  Sea Serpent, Green 
  1d2 
  Reptile 
  Seroon Lou 
  3d6 
  Plant 
  Slimer 
  2d12 
  Insect 
  Smokerth 
  1d4 
  Plant 
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  79 
  Smovbai 
  1d4 
  Animal 
  Snag 
  2d6 
  Amphibian 
  Sprey 
  1d4 
  Bird 
  S’re’daan 
  1d10 
  Animal 
  Sre’froth 
  1d4 
  Mutant 
  Sticky 
  1d8+1 
  MH 
  Stilt Palm 
  1d8 
  Plant 
  Strangle 
  1d10 
  Plant 
  Sucslith 
  1d4+1 
  Reptile 
  Telenha 
  1d10 
  Fish 
  Terl 
  1d4 
  Fish 
  Toother 
  1d4+2 
  MA 
  Trechlily 
  3d20 
  Plant 
  Vene’a’mub 
  1d4+1 
  Insect 
  Weirbuled 
  1d8 
  Fish 
  Win Seen 
  3d4 
  Plant 
  Wraith 
  1 
  MH 
  Xloes 
  1 
  Reptile 
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  80 
   
  RUINS 
   
  Creature 
  # Appearing 
  Type 
  Acidweed 
  1d3 
  Plant 
  Android 
  1d6 
  Robot 
  Ant, Giant 
  5d10 
  Insect 
  Ark 
  1d4 
  MA 
  Arn 
  1d6 
  Insect 
  Ba’sled 
  1d4+1 
  * 
  Badder 
  3d6 
  MA 
  Blaash 
  1d10 
  Insect 
  Blob 
  1 
  Lowlife 
  Bloodwasp 
  2d20+5 
  Insect 
  Boarz 
  2d4+1 
  MA 
  Boomerth 
  1d4 
  Plant 
  Cark 
  2d6 
  Animal 
  Carrin 
  1d4-2 
  MA 
  Chotslith 
  1d6 
  Reptile 
  Crustean 
  1 
  MA 
  Dabber 
  1d8 
  MA 
  Dagmit 
  2d8+2 
  MH 
  Daycut 
  1d8 
  Bird 
  Diablo 
  1d8 
  Lowlife 
  Drac 
  1d8 
  MA 
  Ekola 
  1d20 
  Animal 
  Encroach 
  10d100 
  Insect 
  Frid Esk 
  1d4 
  Plant 
  Hawk Wolf 
  1d6+4 
  Animal 
  Holcut 
  1d12 
  Animal 
  Hoop 
  1d20 
  MA 
  Hydra 
  1 
  Reptile 
  Kaiute 
  2d12 
  MA 
  Manta 
  1d4-2 
  Insect 
  Marlok 
  1d4+2 
  MH 
  Mississipi Brainhound 
  1d6 
  MA 
  Mut Choo 
  1d4 
  Plant 
  Nitrodjinn 
  1 
  MH 
  Ny’An 
  3d4 
  Animal 
  Obb 
  1d4 
  Lowlife 
  Orlen 
  1d4-1 
  MH 
  Plague Beetle 
  2d10 
  Insect 
  Quanakus 
  1d4 
  Insect 
  Rust’ee 
  1d3 
  Lowlife 
  Sarbise 
  1d20 
  MA 
  Screamer 
  1d6 
  MH 
  Serf 
  1d4 
  MH 
  Sifoner 
  1d4-2 
  Reptile 
  Sleeth 
  1d10 
  MA 
  Smokerth 
  1d4 
  Plant 
  Squeeker 
  1d8 
  Animal 
  Sre’froth 
  1d4 
  Mutant 
  Sucslith 
  1d4+1 
  Reptile 
  Tentacled Ghoul 
  1d4 
  MH 
  Thy’tal 
  1 
  Insect 
  Vene’a’mub 
  1d4+1 
  Insect 
  Whirzzler 
  1d4 
  Plant 
  Wraith 
  1 
  MH 
  Yexil 
  1d4 
  MA 
  Zayshin 
  2d6 
  Animal 
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  81 
   
  DEATHLANDS  
  (Including all irradiated terrains) 
   
  Creature 
  # Appearing 
  Type 
  Acidweed 
  1d3 
  Plant 
  Android 
  1d6 
  Robot 
  Blaash 
  1d10 
  Insect 
  Blight 
  1d4 
  Lowlife 
  Blob 
  1 
  Lowlife 
  Boarz 
  2d4+1 
  MA 
  Cark 
  2d6 
  Animal 
  Dagmit 
  2d8+2 
  MH 
  Diablo 
  1d8 
  Lowlife 
  Frid Esk 
  1 
  Plant 
  Gazilla Monster 
  1 
  Reptile 
  Hisser 
  1d10 
  MA 
  Hydra 
  1 
  Reptile 
  Nitrodjinn 
  1 
  MH 
  Ooz Blen 
  1d4-1 sq.m 
  Algae 
  Parn 
  1d4 
  Insect 
  Perth 
  1d10 
  Plant 
  Quanakus 
  1d4 
  Insect 
  Rust’ee 
  1d3 
  Lowlife 
  Screamer 
  1d6 
  MH 
  Serf 
  1d4 
  MH 
  Smokerth 
  1d4 
  Plant 
  Squeeker 
  1d8 
  Animal 
  Sre’froth 
  1d4 
  Mutant 
  Sucslith 
  1d4+1 
  Reptile 
  Stuhumphagas 
  1d4-2 
  Amphibian 
  Tentacled Ghoul 
  1d4 
  MH 
  Whirrzler 
  1d4 
  Plant 
  Wraith 
  1 
  MH 
  Zarn 
  1d4-2 
  Insect 
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  82 
   
  UNDERGROUND  
  (Including caves & caverns) 
   
  Creature 
  # Appearing 
  Type 
  Ant, Giant 
  5d10 
  Insect 
  Badder 
  3d6 
  MA 
  Blackun 
  1d4-1 
  Insect 
  Blob 
  1 
  Lowlife 
  Bloodwasp 
  2d20+5 
  Insect 
  Cark 
  2d6 
  Animal 
  Diablo 
  1d8 
  Lowlife 
  Digger 
  3d6+4 
  MA 
  Hisser 
  1d10 
  MA 
  Hoop 
  1d20 
  MA 
  Hydra 
  1 
  Reptile 
  Krea 
  1d2 
  Mutant 
  Landworm 
  1 
  Lowlife 
  Marlok 
  1d4+2 
  MH 
  Mut Choo 
  1d4 
  Plant 
  Ny’An 
  3d4 
  Animal 
  Plague Beetle 
  2d10 
  Insect 
  Quanakus 
  1d4 
  Insect 
  Rust’ee 
  1d3 
  Lowlife 
  Sarbise 
  1d20 
  MA 
  Screamer 
  1d6 
  MH 
  Sep 
  1d6 
  Animal 
  Serf 
  1d4 
  MH 
  Shroom 
  1d6 
  MP 
  Sre’froth 
  1d4 
  Mutant 
  Staph 
  2d8 
  Insect 
  Sucslith 
  1d4+1 
  Reptile 
  Tremorworm 
  1 
  Lowlife 
  Tsorsut 
  1d4 
  Animal 
  Vath 
  1d8 
  MA 
  Vene’a’mub 
  1d4+1 
  Insect 
  Wraith 
  1 
  MH 
  Xanqas 
  1d4 
  Lowlife 
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  83 
   
   
  OCEANS / SALTWATER 
   
  Creature 
  # Appearing 
  Type 
  Aerosquid 
  1 
  Invertebrate 
  Blade Whale 
  1d4-2 
  MA 
  Crustean 
  1 
  MA 
  Dragun 
  1d4-2 
  Amphibian 
  Flipp 
  2d4 
  MA 
  Ger’tal 
  2d4 
  Insect 
  Horsy 
  1d6 
  Fish 
  Kooda 
  2d6 
  Fish 
  Orcoid 
  2d10 
  MA 
  Raydium 
  1d4+1 
  Fish 
  Sea Lily 
  1d4+1 
  Invertebrate 
  Sea Serpent, Green 
  1d2 
  Reptile 
  Sea Spider 
  1 
  Insect 
  Sentient Coral Reef 
  1 
  MP 
  Shef 
  1d4 
  Crustacean 
  Shield Worm 
  1d3 
  Lowlife 
  Slake 
  1d3 
  Lowlife 
  Slash Worm 
  10-20 
  Lowlife 
  Slimy Grazer 
  1d6 
  Lowlife 
  Soopturt 
  1d4 
  Amphibian 
  Spiny Craw 
  1d6 
  Crustacean 
  Sprey 
  1d4 
  Bird 
  Tanglepus 
  1d3 
  Invertebrate 
  Trap Worm 
  1 
  Lowlife 
  Vent Worm 
  1 
  Lowlife 
  Water Bear 
  30-30,000 
  Lowlife 
  Yellow Belly 
  1 
  Reptile 
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  84 
   
  LUNA 
   
  Creature 
  # Appearing 
  Type 
  Android 
  1d6 
  Robot 
  Ball Macrobe 
  2d12 
  Lowlife 
  Blaster Blossom  
  1d10 
  Plant 
  Coner 
  1d20 
  Plant 
  Eye Macrobe 
  1d4 
  Lowlife 
  Rosoid 
  1d4 
  MP 
  Shooter 
  1d20 
  Plant 
  Sword Macrobe 
  2d8 
  Lowlife 
    
   
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  85 
  INDEX 
   
  Acidweed.................................... 5 
  Adaptive Enzyme...................... 64 
  Albilope..................................... 31 
  Ambush Bug ............................. 19 
  Ant............................................ 17 
  Ape........................................... 31 
  Armada..................................... 31 
  Arrow Tree.................................. 9 
  Arrowbeak ................................ 32 
  Assassin Bug............................ 26 
  Ba’sled...................................... 33 
  Ba'crolbai.................................. 32 
  Bahrz........................................ 32 
  Baldee ...................................... 37 
  Ba'mutan .................................. 33 
  Bang Bush .................................. 6 
  Barxyn ...................................... 33 
  Batslith...................................... 34 
  Belo.......................................... 17 
  Big Daddy................................. 21 
  Bigoon ...................................... 34 
  Bigwig....................................... 25 
  Bird Friend................................ 36 
  Bird Of The Moonlight ............... 49 
  Blaasut ..................................... 17 
  Blend Dog................................. 35 
  Blob.......................................... 58 
  Bloodwasp ................................ 18 
  Blue Snail ................................. 27 
  Boarz........................................ 34 
  Boomblossom ............................. 5 
  Boomerth.................................... 6 
  Bristle Snake............................. 36 
  Bristleback................................ 46 
  Bu’tal ........................................ 19 
  Bucker ...................................... 55 
  Bu'daan .................................... 35 
  Buggem .................................... 18 
  Bulo.......................................... 35 
  Cactisaurus Rex.......................... 6 
  Cark.......................................... 35 
  Cat Folk.................................... 42 
  Che’tal ...................................... 19 
  Chotslith.................................... 36 
  Cid’tal ....................................... 19 
  Claptrap...................................... 6 
  Climber..................................... 48 
  Collapsible Exoskeleton ............ 64 
  Courage Moss .......................... 10 
  Croaker..................................... 36 
  Daycut ...................................... 36 
  Death From Above.................... 40 
  Death Tree................................ 11 
  Deathmoss..................................7 
  Defense Tree ............................11 
  Dependable One .......................52 
  Diablo........................................58 
  Digger .......................................37 
  Dyllon........................................37 
  E’glee........................................37 
  Ed Ep..........................................7 
  Ekola.........................................38 
  Endlessly Running Beast...........32 
  Euryl .........................................20 
  Eyebane......................................8 
  Flaming Bush ............................14 
  Floth-Ha....................................20 
  Flying Death..............................22 
  Fragger .....................................38 
  Frid Esk.......................................8 
  Fur Ball .....................................38 
  Gallus Gallus 5/13.....................38 
  Gardner.......................................9 
  Garf...........................................39 
  Gas Plant ..................................10 
  Gazilla Monster .........................39 
  Ger’tal .......................................20 
  Giant Bat...................................55 
  Giant Beetle ..............................23 
  Giant Crabs...............................48 
  Giant Locust..............................22 
  Giant Moth ................................17 
  Giant Sea Slug..........................26 
  Giant Water Bug........................17 
  Glower ........................................8 
  Graboid.....................................29 
  Greater Bloodwing.....................19 
  Green Lantern...........................28 
  Greep........................................39 
  Grey Shadow ............................43 
  Gwll...........................................40 
  Hallucinogenic Spores...............64 
  Hateful One...............................58 
  Hawkwolf...................................40 
  Hellfly........................................21 
  Hellworm...................................21 
  Hi-Snake...................................40 
  Holcut........................................41 
  Horl Ep........................................9 
  Horsy ........................................41 
  Hulk Mollusk..............................25 
  Hwan-Hul ..................................41 
  Hydra ........................................42 
  Invisible Glider...........................60 
  Iron Beast..................................50 
  Japin...........................................9 
  Jo’tal..........................................21 
  Juggernaut ................................21 
  Ka’tal.........................................22 
  Kaiute........................................42 
  Katkin........................................42 
  Klonoid......................................11 
  Kooda........................................43 
  Krea ..........................................58 
  Kud'zu Hert'l'cul .......................... 9 
  Landworm .................................22 
  Lee’gosi.....................................56 
  Lesser Bloodwing ......................21 
  Letharp......................................43 
  Locus ........................................22 
  Loo Pur......................................43 
  Lorida Orp .................................23 
  Lurker........................................23 
  Lytid ..........................................23 
  Maali .........................................44 
  Magilla.......................................31 
  Makeen .....................................44 
  Mal Tonas..................................10 
  Man-O-War................................31 
  Mayday Bug ..............................20 
  Mimic.........................................59 
  Mimic Plant................................10 
  Minda Ray.................................45 
  Mingo ........................................44 
  Mirrored One .............................59 
  Mississippi Brainhound ..............45 
  Moving Barricade.......................24 
  Mushroom Man..........................13 
  Mut Choo...................................10 
  Mutha........................................22 
  Nep Ep ......................................11 
  Nurglez......................................24 
  Ny’an.........................................45 
  Nymph.......................................19 
  Omnitar .....................................59 
  Ooz Blen ...................................11 
  Orcoid .......................................45 
  Paradise Tree............................. 7 
  Pheromones..............................64 
  Phoenix Hedge........................... 8 
  Plague Beetle............................24 
  Potato Bug.................................24 
  Prickly Folk................................37 
  Propeller Plants .........................15 
  Prot Ep......................................11 
  Puff Cactus................................12 
  Quanakus..................................24 
  Race Mind.................................64 
  Rastagator.................................46 
  
  MUTANT MANUAL II 
   
   
  MUTANT MANUAL II 
  86 
  Rattler....................................... 40 
  Razorgrass ............................... 12 
  Rhya......................................... 25 
  Riding Deer............................... 53 
  Rock That Burrows.................... 33 
  Rock That Gases ...................... 33 
  Rocket Seeds ........................... 65 
  Rog........................................... 46 
  Rok’ee ...................................... 50 
  Rust’ee ..................................... 25 
  S’re’daan .................................. 52 
  Salt Spider................................ 26 
  Sarbise ..................................... 47 
  Scorpion Folk............................ 23 
  Scorpito .................................... 25 
  Screamer.................................. 59 
  Sea Cow................................... 30 
  Sea Lily..................................... 12 
  Sea Serpent, Black ................... 47 
  Sea Serpent, Green .................. 48 
  Sea Spider................................ 26 
  Sea Stallion............................... 41 
  Sentient Coral Reef................... 13 
  Sheezu ..................................... 48 
  Shef.......................................... 48 
  Shez’ur ..................................... 49 
  Shield Worm ............................. 26 
  Sho’day .................................... 49 
  Shocking Mildew....................... 16 
  Shog......................................... 49 
  Shroom..................................... 13 
  Shutter...................................... 20 
  Silver Sucker.............................28 
  Sin’tal........................................26 
  Skreecher..................................44 
  Skwil .........................................50 
  Slake.........................................26 
  Slashworm ................................27 
  Slimer........................................27 
  Slimy Grazer .............................27 
  Smokerth...................................14 
  Smokie......................................33 
  Smovbai....................................50 
  Snag .........................................50 
  Soopturt ....................................51 
  Spider Lil...................................51 
  Spiked Flyer..............................49 
  Spinning Snake.........................34 
  Spiny Craw................................52 
  Sprey ........................................52 
  Squealer .....................................6 
  Sre’froth ....................................60 
  Stagon ......................................53 
  Staph ........................................27 
  Starfish Cactus..........................14 
  Sticky........................................53 
  Stilt Palm...................................14 
  Strangle ....................................14 
  Sucker Snake............................53 
  Sucslith .....................................53 
  Swamp Sucker..........................53 
  T’larryn......................................55 
  Tanglepus .................................54 
  Tarn Zeb ...................................15 
  Taterbug....................................24 
  Telenha .....................................54 
  Tentacled Ghoul ........................60 
  Termite Folk ..............................18 
  The Unseen...............................59 
  Those Which Fly The Moon .......35 
  Thrum........................................25 
  Thy’tal .......................................28 
  Ti’tal ..........................................28 
  Toother......................................55 
  Total Healing Of Others .............65 
  Trap Worm ................................28 
  Trechlily.....................................15 
  Tremorworm..............................29 
  Tsorsut ......................................55 
  Two Horn...................................34 
  Ugly Friend................................41 
  Vark...........................................47 
  Vath...........................................56 
  Vene’a’mub ...............................29 
  Vent Worm ................................29 
  Villain That Hides And Kills ........29 
  Water Bear ................................30 
  Water Walker.............................20 
  Weirbuled..................................56 
  Whirrzler....................................15 
  Wraith........................................61 
  Xanqas......................................16 
  Yellow Belly...............................56 
  Zayshin......................................57 
   
   
  
SOURCE: textdata/thevault/Gamma World [multi]/Gamma World Web and Fan Supplements/Gamma World Deevolution, Mutant Manual 2.pdf