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  OLUTION
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  By Derek Holland and the Skirmisher Game Development Group
  Foreword by Mutant Future Creator Daniel Proctor
  With Illustrations by Dragan Ciric
  By Derek Holland and the Skirmisher Game Development Group
  Foreword by Mutant Future Creator Daniel Proctor
  With Illustrations by Dragan Ciric
  By Derek Holland and the Skirmisher Game Development Group
  Foreword by Mutant Future Creator Daniel Proctor
  With Illustrations by Dragan Ciric
  By Derek Holland and the Skirmisher Game Development Group
  Foreword by Mutant Future Creator Daniel Proctor
  With Illustrations by Dragan Ciric
  By Derek Holland and the Skirmisher Game Development Group
  Foreword by Mutant Future Creator Daniel Proctor
  With Illustrations by Dragan Ciric
  
  By Derek Holland and the Skirmisher Game Development Group
  Foreword by Mutant Future Creator Daniel Proctor
  With Illustrations by Dragan Ciric
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  By Derek Holland and the Skirmisher Game Development Group
  Foreword by Mutant Future Creator Daniel Proctor
  
  TTTTTaaaaabbbbble of
  le of
  le of
  le of
  le of Contents
   Contents
   Contents
   Contents
   Contents
  Foreword by Daniel Proctor..........................................5
  Introduction.......................................................7
  Essays........................................................11
  The Family Tree Concept........................................11
  The Mutant Herd Concept........................................12
  Accelerated Evolution..........................................13
  The Families......................................................15
  House Sparrow Family...........................................15
  Stinging Nettle Family.........................................21
  Feather Shrub Family...........................................26
  Giant Yellowjacket Family......................................34
  Mutations.........................................................46
  Poison and Radiation Tables.......................................47
  Family Trees......................................................48
  Skirmisher Product List...........................................52
  Open Game License Version 1.0a.....................................54
  33333
  
  Creatures of the wastelands
  44444
  
  mutational evolution
  55555
  introduction
  My creative efforts are geared toward an audience that appreciates
  an older style of loose — and quirky — rules and game play. Mutant
  Future has, for a growing audience, just the sort of fresh quirki-
  ness people need to turn to when their other gaming interests are
  getting stale. Where else can you battle spidergoats while one of
  your heads is arguing with the other about how to best roast a
  spidergoat haunch?
  That’s not to say Mutant Future can’t be serious business. Like
  any role-playing game, the “feel” will largely be developed by what
  the players bring to the table. If you want a dark, gritty post-
  apocalyptic game, Mutant Future can give you that. If you want a
  more gonzo, lighthearted romp, we have that covered, too. And
  because the rules are fully compatible with similar fantasy games,
  simulacrum wizards could fight right alongside Father Fiestro, the
  mutant dog cleric.
  Now we have Creatures of the Wastelands: Mutational Evolution.
  This book contributes to the growing family of Mutant Future prod-
  ucts by discussing and providing guidelines for creating entire
  families of mutant creatures. It is a guide to adaptive radiation
  in the mutant future, for those of you out there who speak biologese.
  Use this book to add more depth to your post-apocalyptic world,
  and to create ever more startlingly vibrant science-fantasy!
  Daniel Proctor
  Goblinoid Games
  
  Creatures of the wastelands
  66666
  Green Warrior (page 33)
  
  mutational evolution
  77777
  In Mutant Future, the term “monster”
  can refer to any being other than the
  player characters. Monsters are listed
  in this section in an encyclopedic for-
  mat. Each monster has certain character-
  istics, which are defined below. Although
  each monster listing can be considered
  to represent the “average” specimen of a
  particular creature, the Mutant Lord can
  alter the abilities and power level of
  any creature to fit the situation.
  Number Encountered: This variable num-
  ber represents the typical number of this
  type of monster that will appear to-
  gether at one time. For example, if a 4
  HD creature has a Number Encountered list-
  ing of 1d8, then when this creature is
  encountered, 1d8 of the creatures will
  be present. The Mutant Lord should alter
  the Number Encountered as necessary to
  adjust the difficulty level. In general,
  the number should be reduced if the crea-
  ture is encountered by weaker charac-
  ters, and increased if encountered by
  more powerful characters. A number range
  in parenthesis represents the number of
  monsters of a type that typically inhab-
  its their “nest” or lair, or the number
  that will be encountered in a wilderness
  setting.
  Alignment: All monsters will be cha-
  otic, neutral, or lawful. Many monsters
  are either unintelligent or are simply
  unconcerned about law and chaos, and are
  considered neutral.
  Movement: There are two listings under
  this category. The first represents a
  number in feet per turn that a creature
  may move. The second value provided in
  parentheses represents the monster’s en-
  counter movement, which are in feet per
  round. If two different rates are given,
  the additional movement will relate to
  movement of a different kind, which will
  be appropriate to the creature. A couple
  of possibilities include flying or swim-
  ming.
  Armor Class: In game terms, the AC of a
  monster means the same thing as a
  character’s AC. For monsters, this value
  reflects not only the creature’s general
  agility but also its natural armor, from
  tough hide or a mutational adjustment.
  Hit Dice: This value is roughly equiva-
  lent to character level, but for mon-
  sters it always represents a number of
  hit points determined by this number of
  d8s. For example, a 2 HD monster will
  have 2d8 hit points. Sometimes a value
  is given as a “+” or “-“, in which case
  this number is added or subtracted from
  the hit points rolled. A monster will
  have a minimum of 1 hp. Hit dice further
  reflect the attack ability of monsters.
  The hit dice number will be located on
  the Monster Attack table, and the number
  needed to hit different armor classes
  will be used for an encounter. Further,
  the number of hit dice a monster has is
  related to how many experience points
  the characters receive when the monster
  is killed. Refer to the Monster Experi-
  ence Points table in Section 4.
  Attacks: This listing describes how
  many attacks are available to a monster,
  per round, and the nature of the at-
  tacks. These will be listed in the same
  order as the appropriate damage in the
  damage listing.
  Damage: Damage is listed in the same
  order as attacks, and is represented by
  a number and the kind of die that should
  introduction
  This installment of Creatures of the Wastelands supplements to the Mutant Future
  post-apocalyptic role-playing game looks both at how whole families of creatures
  can be created and how mutations might affect campaign setting construction. First
  are three essays that discuss the family concept, the herd concept, and accelerated
  evolution. Then there are four sample families, House Sparrows, Stinging Nettles,
  Feather Shrubs, and Yellowjackets; the first three have 20 species each and the
  yellowjackets have 40, and each has different ways of using the family concept. And
  finally there are the mutations from Creatures of the Wastelands used in creating
  the families, which are reprinted here for your convenience.
  
  Creatures of the wastelands
  88888
  be rolled, just like weapon damage is
  rolled. Some monsters may in fact employ
  weapons. There are a number of special
  or unusual attacks that monsters can em-
  ploy, and the effects of these are ex-
  plained in greater detail below.
  Acid
  Some monsters employ acid. When acid suc-
  cessfully hits, it does damage because
  it has made contact with flesh. Once
  contact is made, acid does not need to
  make a new successful roll to hit in
  another round (unless otherwise noted).
  Most acid can be removed by rinsing it
  off with water or other non-flammable
  liquids (beer, wine). If armor is de-
  stroyed by acid, the character’s AC should
  be adjusted to reflect having no armor.
  Confusion
  Swarming animals, such as bats or in-
  sects, often may attack by engulfing an
  opponent and making him unable to inde-
  pendently determine what he will do.
  Roll on the following table at the
  beginning of each subject’s turn each
  round to see what the subject does in
  that round.
  Roll 1d10
  Behavior
  1-4
  Attack character’s group.
  5-6
  Do nothing but flail about
  uselessly.
  7-10
  Attack creature’s group.
  A confused character that can’t carry
  out the indicated action does nothing
  but babble incoherently.
  Dive
  Some monsters capable of flight can at-
  tack by swooping in to do a dive attack.
  Opponents must be in open terrain for
  this attack to be effective. Like a
  charge, this attack deals double damage.
  If the roll to hit is 18 or greater and
  the flying monster is of sufficient size,
  it grasps the opponent and attempts to
  carry him away.
  Paralysis
  The paralysis attack of most monsters
  lasts 2d4 turns, and a saving throw ver-
  sus stun attacks is allowed. When a char-
  acter is paralyzed, he collapses and is
  incapable of any movement whatsoever,
  including speaking. Characters remain
  conscious and aware of their surround-
  ings. Paralyzed characters are very vul-
  nerable to attack, and no roll to hit
  them is required.
  Poison
  One of the most dreaded attacks of some
  monsters is poison. A character exposed
  to the poison of a monster, unless oth-
  erwise noted, must succeed in a saving
  throw versus poison or suffer the full
  effects of the poison type.
  Save: Like characters, monsters have
  saving throws. Monsters have saving throws
  that are the equivalent of a character
  level, so a listing might read “L4,”
  where a monster saves as a 4th level
  character. Monsters that are unintelli-
  gent often save as a character of a level
  equal to one-half of the monster’s hit
  
  mutational evolution
  99999
  dice number, rounded up.
  Morale: This is the number that the
  Mutant Lord refers to when testing for
  morale. The Mutant Lord will roll 2d6
  according to the Morale Check optional
  rule in Section 5. Any monster that fails
  this check will attempt to flee or sur-
  render.
  Hoard Class: This listing refers to
  the Treasure Hoard Class of the monster,
  and will consist of a roman numeral.
  This roman numeral is cross-referenced
  on the Treasure Hoard Class table to
  determine the treasure that is found in
  the lair of a monster. If the treasure
  quantity is fairly small, a monster may
  have this on its person, but usually
  treasure is kept in a secure location.
  Monsters and Willpower
  At times, particularly when mental com-
  bat arises, it is necessary to know a
  monster’s WIL. As a general rule, ani-
  mals of generally low or animal intelli-
  gence will have WIL scores that range
  from 3-8 (1d6+2). Monsters of approxi-
  mately human intelligence will have a
  WIL from 3-18 (3d6). Extremely intelli-
  gent monsters may have a WIL from 11-21
  (2d6+9). These are merely guidelines,
  and there may be exceptions. Exceptions
  will be noted in monster descriptions,
  and the Mutant Lord may rule that some
  monsters or individuals deviate from
  these guidelines.
  Abbreviations
  In written adventures, when monsters are
  indicated, their characteristics are typi-
  cally abbreviated in the following order
  and format: AL, alignment; MV, Movement;
  AC, armor class; HD, hit dice; #AT, num-
  ber of attacks; DG, damage; SV, save;
  ML, morale.
  For example:
  AL N, MV 90’, AC 6, HD 1, #AT 1, DG 1d4,
  SV L1, ML 7
  Alignment is abbreviated as follows: C,
  chaotic; N, neutral; L, lawful.
  TERMS
  Several terms are used in this book, as
  follows.
  Aggregate is a single creature created
  from two or more. Usually it is the re-
  sult of mutation of a parasite and its
  host where both are now required for
  survival. See the crusty bunny for an
  example made from three species. Also it
  results in a new type of mutation- para-
  site. These cost two or more abilities
  points in exchange for some mutant power.
  This one of several rare kinds of muta-
  tions that may affect Pure Humans.
  Base Stock is the unmutated ancestral
  species of a mutant.
  Elder People are those who lived be-
  fore the cataclysm. Other than they were
  humans with high technology, little is
  known of them.
  Instar is a stage of life for immature
  insects. I apply it to seedlings that
  have life stages and mutations that dif-
  fer from the adult.
  Shattered Lands are places where ki-
  netic weapons struck in such numbers that
  all the soil, creatures, and infrastruc-
  ture were blown away, leaving only bed-
  rock. Depending on the size of a shat-
  tered land, the climate may remain the
  same. If rain is still abundant, there
  are pools and streams filled with dis-
  solved minerals, which may or may not be
  toxic. What little life is found here
  generally consists of lichens, some scrub
  grasses, and whatever eats them.
  
  Creatures of the wastelands
  10
  10
  10
  10
  10
  Wormhunter (page 19)
  
  mutational evolution
  11
  11
  11
  11
  11
  Essays
  The family tree concept
  The family tree concept describes how
  anywhere from several to many creatures
  can be developed through the mutation
  rules found in Mutant Future and similar
  games. For those people who have never
  read or seen a family tree, the charts
  at the end of the book might be helpful
  in visualizing the concept, as well as
  providing context to the four examples
  we have provided. These rules assume
  that a creature can mutate in a matter
  of hours to days and gain one or more
  amazing abilities or powers. In all cases,
  the charts of mutations and drawbacks to
  be used should be customized by the Mu-
  tant Lord.
  After selecting a creature as the pro-
  genitor, the Mutant Lord then rolls or
  selects mutations and drawbacks to cre-
  ate the first generation. We generally
  do this for three to five creatures but
  you can create as many as you want. We
  also freely admit to fudging some die
  rolls to make the results more interest-
  ing, although we find some randomly-
  created creatures provide inspiration
  as well. After writing up the stat blocks
  for the first generation, select those
  that have the best chance for survival
  and/or those that are very well-adapted
  to their habitats and do the process
  over again for generation 2. Some of the
  mutations and drawbacks from generation
  1 may be removed if the results conflict
  with them or if the ML has something
  specific in mind. And so on and so forth
  with each generation.
  Those are not real generations, of
  course, they are the point at which mu-
  tation causes the formation of a new
  species or new individual creatures. Most
  mutants in some Mutant Future settings
  are individuals and not species found in
  any numbers. We simply use the term be-
  cause of the analogy to a family tree.
  As you read our creations, you will
  notice that some branches are much larger
  than others. This is due to extinction
  because of crippling drawback combina-
  tions — something that hit the
  yellowjackets many times — or boredom
  with the results. Several branches of
  the yellowjackets did not inspire us in
  the least and we can say that there are
  plenty of undescribed species because
  of that. The nettle family suffered from
  both as well and that is why there are
  only two generations. And as for the
  feather shrub, one branch became much
  more interesting than the others com-
  bined. Do not be afraid to drop lines or
  introduce new parent species that will
  provide additional mutations. Your cre-
  ations should be under your control.
  Just don’t forget that the randomness of
  rolling on the charts may provide some
  interesting results two or more genera-
  tions after the one you are working on.
  As with evolution, the later genera-
  tions do not have to replace the earlier
  ones. Out of the 40 yellowjackets de-
  scribed, the only ones that are replaced
  are the firecracker and spark wasp, the
  latter because of its weak immune sys-
  tem. Because of this, many different
  related species of mutant can be found
  even within the same habitat. Player
  characters may encounter many similar
  species that are from the same family or
  different ones. Convergent evolution is
  very possible, depending on the charts
  used to design the creatures.
  Also, if you want to skip generations
  to reach a specific end point, go ahead.
  We considered it several times and de-
  cided against it because these examples
  are meant to showcase the concept rather
  than fit into the author’s typically
  weird settings. As in the house sparrow
  family, some end points may be specific,
  as they represent breeding attempts us-
  ing mutagens to provide genetic novelty
  (i.e., new mutations). With such a ca-
  pacity, some cultures in Mutant Future
  may have livestock that is very well-
  adapted to the function the breeders
  have envisioned. Of course, some draw-
  backs may be very difficult — if not
  impossible — to entirely remove from the
  gene pool and will pop up as throwbacks
  
  Creatures of the wastelands
  12
  12
  12
  12
  12
  from time-to-time.
  Some other examples of livestock and
  beasts of burden might include a town
  that uses giant spiders to ride and draw
  carts, another town that uses 10-legged
  fish in the same ways but also milks
  them, mountain nomads that try to breed
  larger and larger birds to carry as much
  of their goods as possible, and
  hyperintelligent plants that are trying
  to breed a human population to be more
  carnivorous by dipping a few into the
  local toxic waste pit and seeing if any
  useful mutations result.
  Here is an example of how it would
  work. A breeder wants to make his herd
  of ant-rat beasts tougher to deal with
  the ghostly flying plants that prey on
  them. He has 100 heads and takes five to
  run through the local radiation field.
  He keeps them separate and checks for
  any mutations or drawbacks daily for a
  month. If anything really bad happens to
  any of the irradiated animals — such as
  the negative empathy drawback — the
  breeder culls them and burns the bodies.
  If anything really useful appears, he
  starts using them in very controlled
  breeding. If nothing useful and nothing
  really harmful appears, he returns the
  beasts to the herd and selects a few
  more to try again. He may be surprised
  when the herd produces new kinds of mu-
  tants in that case. Hopefully, they will
  not eat him and the landscape as well.
  The mutant herd concept
  With so many mutagens floating about,
  there is always the possibility that a
  group of animals or plants may have dif-
  ferent mutations from that of the gen-
  eral population. A herd of mutant deer,
  for example, covering 250 square miles,
  could have a total population of 3,000
  and a dozen or more subpopulations be-
  cause of mutation. There could be deer
  that fly, those that eat the top leaves
  of trees by climbing to them, or even
  burrowing deer. But they are all still
  deer and may be inter-fertile.
  Another example would a school of fish,
  which could have air-breathing members
  that flop onto land and draw prey close
  enough that tentacled fish can grab them.
  The deeper divers collect corals to make
  nests on the mud flats the school hunts
  on. There are even a few salamander-like
  fish that hunt on land and bring back
  some of the carcasses so that the rest
  can feed, though only in times of need.
  There may even be species that prey
  upon their own kind exclusively. Or preda-
  tors and parasites that have adapted to
  consuming the flesh of lower-order preda-
  tors (on the food chain) or herbivores.
  Carnivorous cows, herbivorous tigers,
  butterflies that suck the blood of cat-
  erpillars, and such are all fodder for
  Mutant Lords wanting a setting filled
  with creatures that will amaze and prob-
  ably confound his or her players.
  The main question a Mutant Lord should
  ask of himself while considering this
  concept is, “Does it apply to most so-
  cial creatures?” It can be a lot of work
  to populate a region or world if every
  creature is unique enough to have its
  own statistics block. There are some
  
  mutational evolution
  13
  13
  13
  13
  13
  easy ways around this, such as using
  cosmetic rather than mechanical changes.
  The deer look different, for example,
  but their mutations, hit dice, armor
  class, and such are identical. Or, have
  two or three different mutants and then
  apply the cosmetic changes. The draw-
  back Bizzare Appearance can be very use-
  ful in this regard.
  While doing all this, keep in mind
  that some individuals within the whole
  may be poorly adapted to their habitats.
  Some species drive out such creatures
  and others assist in their survival. It
  all depends on the species in question
  and the difficulty of survival. If such
  assistance hurts the herd or species as
  a whole, they will have to change their
  behavior or die out.
  The result of the mixture of such ge-
  nomes is up to the Mutant Lord. We rec-
  ommend using fiat, as Mutant Future is
  not that serious of a game and taking
  the time to decide which genes are domi-
  nant, recessive, or other can become
  time-consuming and tedious.
  Acclerated evolution
  Another point is that evolution is oc-
  curring at an accelerated rate. We cov-
  ered some of this under the family con-
  cept, but it can go much farther. Unique
  mutants may pop up all the time, but
  only a few are going to survive to breed.
  With the mixing of all these weird genes,
  even stranger mutants appear.
  If the setting is filled with lethal
  monsters, there is a lot of ecological
  pressure and the two-step of evolution —
  some may choose to think of it as an
  arms race — forces even more changes.
  This is where a plant or herbivore evolves
  a method that defeats the herbivore or
  carnivore that preys upon it and then
  some survivors of the herbivore or carn-
  ivore population find or mutate a way
  around the new defensive mutation. Many
  species end up forming symbiotic rela-
  tionships in which they protect one an-
  other from the environment or other crea-
  tures (i.e., where one lives on or in
  the other). The danger of this is muta-
  tion, and if a symbiont mutates into
  something that cannot provide protec-
  tion for its partner species (singular
  or plural), then those individuals may
  die off. Parasite mutations, as described
  in Creatures of the Wastelands, another
  the Skirmisher Publishing supplement to
  Mutant Future, are a good example of
  this. They provide a benefit and pen-
  alty. If they were to mutate, then the
  host may find new abilities, die horri-
  bly, become sterile, or simply feel like
  their guts are being ripped out while
  the parasite mutates.
  The same applies to mutualistic rela-
  tionships, like bees that pollinate a
  single species of plant. If the bee mu-
  tates, the plant may go extinct. And
  then there is the ripple effect. If that
  plant produced fruit that was vital to
  local herbivores, they either have to
  migrate to somewhere where there is food
  or starve to death.
  In longer-running settings, this may
  be visible. Ten years will show signifi-
  cant differences in the populations of
  plants and animals that live short lives.
  Trees and other long-lived species will
  have different seedlings and offspring,
  but the adults should still be around. A
  setting where the PCs are descendents of
  PCs 250 years before will have a very
  different landscape.
  This can also result in creatures with
  mutations that make no sense for the
  habitat. Gilled creatures on the icy
  
  Creatures of the wastelands
  14
  14
  14
  14
  14
  wastelands of the Antarctic, creatures
  with a climb movement rate on a treeless
  plain, and winged creatures living in
  the deep ocean are all possible.
  It may also result in almost perfectly-
  adapted creatures. It is doubtful that
  they would be able to breed true, as
  these are more likely individuals than
  species. Examples might include a preda-
  tor that can hide in shadows even though
  it is the size of an elephant, an herbi-
  vore that has no scent to follow, and
  invisible plants that can draw pollina-
  tors by scent.
  Or it may turn out that the “muta-
  tions” that allow this are not just ge-
  netic. Cyberware-growing nanites could
  be found in the air, soil, and water and
  have massive effects on the creatures
  they infest. This may, of course, result
  in very horrific, twisted monsters that
  are so maladapted that they go insane
  and die soon after going on a bloody
  rampage.
  This can be used for species
  regionality. In the real world, there
  are many species that are endemic to a
  single location, such as salamanders,
  cave fish, insects, and many tropical
  plants. A Mutant Future setting could be
  similar, where every geographical bar-
  rier — such as a mountain range, desert,
  or river — separates very different sets
  of organism guilds (complexes of dif-
  ferent species). If the breeding via
  mutation idea is used, each village and
  city may have different livestock and
  beasts (or plants) of burden. A couple
  examples are found above, and see also
  the scouts in the house sparrow family.
  One serious real-world issue that we
  as a species face today is invasive or-
  ganisms — plants,  animals, disease mi-
  crobes, and others that are running slip-
  shod over native species and reducing
  the land’s capacity to support wild-
  life. If the Elder People do nothing
  about this, the number of existing spe-
  cies at the time of the cataclysm will
  be much less than they are at present.
  Forced mutational evolution would cause
  the remaining natives and invasives to
  speciate and expand their ranges, niches,
  and habitats.
  For example, mutant kudzu vines might
  cover a large section of the Great Plains
  of the United States, choking out the
  grasses and excluding the cattle and
  other animals that rely on such grass
  species. In their place come mutant rusty
  crayfish, locusts, cicadas, leaf-eating
  apes, and others. The topography may be
  the same, but the appearance will be
  much different.
  Another example is the house sparrow,
  one of the species I used for the ex-
  ample creatures. It is a highly adapt-
  able and aggressive animal known to kill
  off native birds by taking over nesting
  sites. Occasionally they even incorpo-
  rate the body of the previous owner into
  their own nesting material. If they be-
  came more aggressive — and probably would
  in a world where fang and claw is much
  more the rule than today — house spar-
  rows might replace many other birds and
  may even drive out squirrels and other
  tree nesters.
  All that ignores what the plane shift
  mutation may bring to the world of Mu-
  tant Future. Real aliens may bring ge-
  netic, radioactive, or other kinds of
  pollution that messes everything up or
  puts impossible pressure on native life,
  causing mass extinction and replacement
  by either the aliens or a complex of
  alien and native life.
  
  mutational evolution
  15
  15
  15
  15
  15
  the families
  house sparrow family
  This mutant family was developed using a
  modified mutation chart that both
  includes new creations and emphasizes
  certain mutations that should be more
  widespread (e.g., natural armor, improved
  senses, aberrant form).
  Generation 1
  Scout
  No. Enc.
  d4 (2d4)
  Alignment
  Neutral
  Movement
  10' (3')
  Fly: 90' (30')
  AC
  9
  HD
  1/4
  Attacks
  1 (touch)
  Damage
  none
  Save
  L0
  Morale
  5
  Hoard Class
  none
  Scouts work with kamatas (see Mutant
  Future). They tag creatures the kamatas
  pick and then receive scraps from the
  kill. The hairs on their heads gum up
  predators’ mouths and make them very
  difficult to eat.
  Mutations: scent tag (new), sticky
  hairs (new)
  Ruin Dweller
  No. Enc.
  d4 (d4)
  Alignment
  Neutral
  Movement
  30' (10')
  Fly: 150' (50')
  AC
  7
  HD
  2
  Attacks
  1 (peck)
  Damage
  d6
  Save
  L1
  Morale
  7
  Hoard Class
  VI for nest
  This is a 3' tall bird that has spines
  on its legs and neck. It lairs in rock
  Ruin Dweller
  15
  15
  15
  15
  15
  
  Creatures of the wastelands
  16
  16
  16
  16
  16
  piles and ruins and collects food and
  shiny objects in its nest. Many bleed to
  death due as the result of a devastating
  defect in their ability to clot.
  Mutations: flexible skeleton (new),
  gigantism, hemophilia, spiny growth
  Dirtscratcher
  No. Enc.
  swarm
  Alignment
  Neutral
  Movement
  10' (3')
  Fly: 90' (30')
  AC
  7
  HD
  1 hp
  Attacks
  none
  Damage
  none
  Save
  L0
  Morale
  3
  Hoard Class
  VI for nest
  Dirtscratchers are ground nesters about
  2" tall. They have hairs all over the
  bodies and their feathers incorporate
  any metal they pick at. Always found in
  flocks, dirtscratchers strip the ground
  bare in their search for insects and
  other food.
  Mutations: dwarfism, natural armor,
  sticky hairs (new)
  Hivebird
  No. Enc.
  2 (2d4)
  Alignment
  Neutral
  Movement
  10' (3')
  Fly: 120' (40')
  AC
  9
  HD
  1/4
  Attacks
  1 or 1 (peck or sting)
  Damage
  d2 or d2
  Save
  L1
  Morale
  4
  Hoard Class
  VI for lair
  These birds hide in plain sight by trans-
  forming into giant bees during the day.
  They can regrow wings, legs, and other
  body parts and this has induced a reck-
  lessness in their nature. They are found
  in pairs or families.
  Mutations: increased senses, metamorph,
  regenerative capacity
  Generation 2
  Scout Alpha
  No. Enc.
  d4 (2d4)
  Alignment
  Lawful
  Movement
  30' (10')
  Fly: 210' (70')
  AC
  2
  HD
  1/4
  Attacks
  1 (touch)
  Damage
  none
  Save
  L0
  Morale
  5
  Hoard Class
  none
  Parent
  Scout
  One of several mutants of the scout that
  have survived culling by the kamatas,
  alphas are very fast both on the ground
  and in the air due to an extra pair of
  wings and some internal changes. They
  are very difficult to hit as a result
  (thus their low AC). Otherwise, they
  function much like their progenitors,
  specializing in tagging large prey for
  the kamatas.
  Mutations: scent tag (new), sticky
  hairs (new), quickness, aberrant form
  (extra body parts)
  Scout Beta
  No. Enc.
  3d4 (4d4)
  Alignment
  Lawful
  Movement
  10' (3')
  Fly: 90' (30')
  AC
  9
  HD
  1 hp
  Attacks
  1 (touch)
  Damage
  none
  Save
  L0
  Morale
  5
  Hoard Class
  none
  Parent
  Scout
  Betas are only 2" tall but have an amaz-
  ing ability to detect prey for their
  masters. Unlike the larger scouts, be-
  tas are used in small flocks of 3-12 and
  specialize in tagging small creatures
  for the kamatas. They are so small, it
  is easy to miss them — something that
  has resulted in the death of many en-
  
  mutational evolution
  17
  17
  17
  17
  17
  emies at the teeth of the kamatas.
  Mutations: dwarfism, increased senses,
  scent tag (new), sticky hairs (new)
  Lasher
  No. Enc.
  d4 (d4)
  Alignment
  Neutral
  Movement
  30' (10')
  Fly: 150' (50')
  AC
  5
  HD
  2
  Attacks
  1 (tongue)
  Damage
  d6
  Save
  L1
  Morale
  7
  Hoard Class
  VI for nest
  Parent
  Ruindweller
  While bleeding caused many ruindwellers
  to die out, those that survived do not
  have that drawback. Lashers have 10'
  long tongues and use them to kill prey
  from a distance. Constant wear-and-tear
  from their nesting sites has also en-
  couraged tougher skin.
  Mutations:  
  a b e r r a n t  
  f o r m
  (xenomorphosis), flexible skeleton (new),
  gigantism, natural armor, spiny growth
  Screamer
  No. Enc.
  d4+2 (5d4)
  Alignment
  Neutral
  Movement
  120' (40')
  Fly: 300' (100')
  AC
  7
  HD
  2
  Attacks
  1 (peck)
  Damage
  d6
  Save
  L1
  Morale
  8
  Hoard Class
  VI for nest
  Parent
  Ruindweller
  More social than the common ruindweller,
  the screamer is found in colonies. It
  uses its call to weaken potential prey
  and speed to keep away from predators
  and to ambush in small flocks.
  Mutations: flexible skeleton (new),
  gigantism, quickness, shriek, spiny
  growth
  Lasher
  17
  17
  17
  17
  17
  
  Creatures of the wastelands
  18
  18
  18
  18
  18
  Lizard
  No. Enc.
  swarm
  Alignment
  Neutral
  Movement
  10' (3')
  Fly: 90' (30')
  AC
  7
  HD
  1 hp
  Attacks
  none
  Damage
  none
  Save
  L0
  Morale
  3
  Hoard Class
  none
  Parent
  Dirtscratcher
  Most dirtscratchers have lost their hairs
  and metal feathers for better defenses.
  Lizards are desert dwellers that have
  scaly skin and hunt plant life. They are
  nocturnal, as that is when most mobile
  plants are asleep (or whatever passes
  for sleep in plants).
  Mutations:  
  a b e r r a n t  
  f o r m
  (xenomorphosis), dwarfism, natural ar-
  mor, night vision
  Toadstool
  No. Enc.
  swarm
  Alignment
  Neutral
  Movement
  30' (10')
  AC
  5
  HD
  1 hp
  Attacks
  1 (claws)
  Damage
  1 plus class 10 poison
  Save
  L0
  Morale
  6
  Hoard Class
  none
  Parent
  Dirtscratcher
  Toadstools are so called because they
  are very toxic. These tiny birds have
  lost their wings and have evolved thicker
  skin. They hunt in huge flocks of hun-
  dreds to thousands, swarming over any
  animal that crosses their path. They
  would not be very dangerous were it not
  for the paralytic toxin that allows them
  to take out just about anything.
  Mutations: dwarfism, natural armor
  (heavy), toxic weapon
  Hivedweller
  No. Enc.
  2d4 (8d4)
  Alignment
  Neutral
  Movement
  10' (3')
  Fly: 120' (40')
  AC
  9
  HD
  1/4
  Attacks
  1 or 1(peck or sting)
  Damage
  d2 or d2
  Save
  L0
  Morale
  6
  Hoard Class
  VI times 2 for hive
  Parent
  Hivebird
  Hivedwellers act more like bees than
  birds, although they are still insecti-
  vores. They no longer have the capacity
  to regrow body parts, so they are much
  more careful than their ancestors. They
  also act in groups. Their name comes
  from their nest, which is sort of like a
  bee hive made from mud and saliva (i.e.,
  by hivedwellers in bee form). Because
  they now have the ability to see heat on
  top of the sharpened senses of their
  progenitors, hivedwellers are almost
  Screamer
  (page 17)
  
  mutational evolution
  19
  19
  19
  19
  19
  never caught off guard. They still re-
  turn to their bird forms at night, ex-
  cept guards of the hive.
  Mutations: aberrant form (xenomorphosis),
  increased senses, metamorph, thermal
  vision
  Wormhunter
  No. Enc.
  2 (2d4)
  Alignment
  Neutral
  Movement
  10' (3')
  Fly: 120' (40')
  AC
  9
  HD
  1/4
  Attacks
  1 (claws)
  Damage
  d6
  Save
  L0
  Morale
  6
  Hoard Class
  VI for lair
  Parent
  Hivebird
  Wormhunters dig with amazingly strong
  claws in search of burrowing insects
  (although they will also eat worms).
  Their sense of hearing has been refined
  to make the hunt easier — as long as
  they are on the ground, they sense ev-
  erything else in contact with it within
  50'. They still act recklessly and change
  into bees if threatened.
  Mutations: aberrant form (natural weapons),
  increased senses, metamorph, regenerative
  capacity, unique sense
  Generation 3
  Scout, Gamma
  No. Enc.
  3d4 (6d4)
  Alignment
  Lawful
  Movement
  30' (10')
  Fly: 210' (70')
  AC
  2
  HD
  1/4
  Attacks
  1 (touch)
  Damage
  none
  Save
  L0
  Morale
  5
  Hoard Class
  none
  Parent
  Scout, Alpha
  Gammas are immune to radiation and are
  used to tag and/or capture prey in ra-
  diation fields. They use webbing to ei-
  ther directly capture prey or to close
  off escape routes. Kamatas are not im-
  mune to radiation, so gammas are not
  widely used but they can be very helpful
  nonetheless.
  Mutations: aberrant form (extra wings),
  quickness, reflective epidermis, scent
  tag (new), webbing (new)
  Scout, Delta
  No. Enc.
  d4 (d4)
  Alignment
  Lawful
  Movement
  30' (10')
  Fly: 210' (70')
  AC
  2
  HD
  1/4
  Attacks
  1 (touch)
  Damage
  none
  Save
  L0
  Morale
  8
  Hoard Class
  none
  Parent
  Scout, Alpha
  Deltas are used as sentinels that guard
  kamata lands. They have the ability to
  change color and seem to vanish in plain
  sight. When intruders appear, deltas
  quickly entangle them with their smelly
  hair and then go to find their kamata
  handlers.
  Mutations: aberrant form (extra body
  parts), chameleon epidermis, quickness,
  scent tag (new), sticky hairs (new)
  Wormhunter
  
  Creatures of the wastelands
  20
  20
  20
  20
  20
  Scout, Epsilon
  No. Enc.
  3d4 (3d4)
  Alignment
  Lawful
  Movement
  30' (10')
  Fly: 210' (70')
  AC
  2
  HD
  1/4
  Attacks
  1 (touch)
  Damage
  poison
  Save
  L0
  Morale
  10
  Hoard Class
  none
  Parent
  Scout, Alpha
  Epsilon scouts are used to destroy in-
  vaders. Their hair has a class 4 toxin
  that will affect the target every round
  until the hairs are removed. They are
  gluttons that require certain plants to
  make the poison and so are not that
  common — at least yet.
  Mutations: aberrant form (extra body
  parts), increased caloric needs, quick-
  ness, scent tag (new), sticky hairs (new),
  toxic weapon
  Scout, Zeta
  No. Enc.
  2d4 (3d4)
  Alignment
  Lawful
  Movement
  60' (20')
  Fly: 90' (30')
  AC
  4
  HD
  5
  Attacks
  1 (bite)
  Damage
  d8
  Save
  L3
  Morale
  10
  Hoard Class
  none
  Parent
  Scout, Beta
  These 7' tall birds have razor sharp
  beaks and scales in place of their feath-
  ers, except on the wings. They have a
  single function for their kamata mas-
  ters — provide protection. Where there
  are kamatas, zetas are usually found.
  There are generally four birds for every
  master but in dangerous lands the ratio
  may be as high as 10 to 1.
  Mutations: aberrant form (natural weapon),
  gigantism, increased senses, natural armor
  Scout, Eta
  No. Enc.
  2d4 (3d4)
  Alignment
  Lawful
  Movement
  240' (80')
  Fly: 120' (40')
  AC
  8
  HD
  3
  Attacks
  1 (slam)
  Damage
  d6
  Save
  L2
  Morale
  10
  Hoard Class
  none
  Parent
  Scout, Beta
  5' tall birds covered in slimy feathers,
  etas are used to kill from above. They
  are very fast in the air and leave be-
  hind themselves a trail of slime (class
  5 poison). Everyone under the bird must
  make a save versus energy attacks to
  avoid being hit by this slime. They have
  very large legs for their size and if
  something is faster than they can fly,
  etas will land and give chase, attempt-
  ing to slam into and poison the target.
  Mutations: aberrant form (enlarged
  parts), dermal poison slime, gigantism,
  increased senses
  Great Lasher
  No. Enc.
  d4 (d4)
  Alignment
  Neutral
  Movement
  90' (30')
  AC
  4
  HD
  4
  Attacks
  1 (tongue)
  Damage
  d8
  Save
  L2
  Morale
  8
  Hoard Class
  VI
  Parent
  Lasher
  5' tall with 15' long tongues, great
  lashers have lost both the ability to
  fly and to fit into small spaces. Now
  they have very thick skin that changes
  color and use that to ambush prey among
  the ruins they lair in.
  Mutations:  
  a b e r r a n t  
  f o r m
  (xenomorphosis), chameleon epidermis,
  dermal armor (heavy), gigantism
  
  mutational evolution
  21
  21
  21
  21
  21
  Pebbles
  No. Enc.
  swarm
  Alignment
  Neutral
  Movement
  30' (10')
  AC
  5
  HD
  1 hp
  Attacks
  none
  Damage
  none
  Save
  L0
  Morale
  4
  Hoard Class
  none
  Parent
  Lizard
  Pebbles are still desert dwellers and
  now have large scales that are more for
  retaining water than protection (they
  are thus found in dryer parts of deserts
  than lizards). They have lost the abil-
  ity to fly but have gained the ability
  to see heat, which is very useful for
  hunting at night, as mobile plants give
  off heat in a manner similar to animals.
  Mutations:  
  a b e r r a n t  
  f o r m
  (xenomorphosis), dwarfism, natural ar-
  mor (heavy), thermal vision
  Bloodsucker
  No. Enc.
  2 (2d4)
  Alignment
  Neutral
  Movement
  10' (3')
  Fly: 120' (40')
  AC
  9
  HD
  1/4
  Attacks
  1 or 1 (peck or bite)
  Damage
  d2 or d6
  Save
  L0
  Morale
  4
  Hoard Class
  VI for nest
  Parent
  Hivebird
  Derived from the hivebird and an
  undescribed ancestor, the bloodsucker
  has lost its enhanced senses and ability
  to heal quickly. It now feeds on the
  body fluids of animals and transforms
  into a huge ant with hollow mandibles
  that drain bodily fluids. In both bird
  and ant form, it has antennae that are
  used to track via heat detection and
  chemoreception (smell).
  Mutations:  
  a b e r r a n t  
  f o r m
  (xenomorphosis), hollow fangs, metamorph
  stinging nettle family
  Generation 1
  Wailer
  No. Enc.
  2d8 (2d8)
  Alignment
  Neutral
  Movement
  0'
  AC
  6
  HD
  6
  Attacks
  1 (slam)
  Damage
  d6
  Save
  L3
  Morale
  12
  Hoard Class
  XVIII
  Parent
  Stinging Nettle
  Wailers are small, 4' tall shrubs cov-
  ered with hairs that cause agony to those
  who touch them. The plants are much more
  flexible than their ancestors and can
  rebound from strikes easily (i.e., they
  have a decent armor class). It is only
  when they are damaged that they shriek.
  Wailers are annuals and germinate in
  poor soil. They can be found in all
  kinds of odd places, such as ruin roofs
  and gutters and in hollows in trees. The
  given stats are for full-sized plants.
  Seedlings have 1 hit point and cannot
  shriek but are otherwise identical.
  Mutations: abnormal size, natural ar-
  mor, shriek, stinging hairs, special
  Desert Nettle
  No. Enc.
  1 (1)
  Alignment
  Neutral
  Movement
  0'
  AC
  8
  HD
  18
  Attacks
  1 (slam)
  Damage
  2d6
  Save
  L9
  Morale
  12
  Hoard Class
  VI and XVI
  Parent
  Stinging Nettle
  Desert nettles are huge shrubs that can
  be 6' tall and 20' in diameter. They are
  found in the hottest lands, as they are
  immune to the effects of high tempera-
  tures. These nettles have a very long
  
  Creatures of the wastelands
  22
  22
  22
  22
  22
  lifespan and can live to five centuries.
  As being one of the few green plants in
  the environments they favor, they draw
  animals from miles around looking for
  food and water, something the plant en-
  courages with a sweet odor. Such crea-
  tures usually find death and end up be-
  ing drained by the plant. Like most
  nettles, these shrubs are covered with
  poisonous hairs.
  Mutations: abnormal size, prey scent,
  reflective cellular structure (heat),
  stinging hairs, special
  Bloody Nettle
  No. Enc.
  2d4 (2d4)
  Alignment
  Neutral
  Movement
  0'
  AC
  9
  HD
  1 hit point
  Attacks
  1 (ray)
  Damage
  4d6
  Save
  L0
  Morale
  12
  Hoard Class
  XVIII
  Parent
  Stinging Nettle
  This plant is the result of a lab acci-
  dent that mixed in human genetic mate-
  rial. It has skin and several eyes. Be-
  cause of the incompatibility between the
  two genotypes, the bloody nettle is very
  soft and weak. The only reason it sur-
  vives is its ability to throw fire —
  something it does often.
  Mutations: animal organs, frailty,
  stinging hairs, thermal emissions
  Zap Nettle
  No. Enc.
  1 (1)
  Alignment
  Neutral
  Movement
  0'
  AC
  8
  HD
  2
  Attacks
  1 (charge)
  Damage
  4d6
  Save
  L1
  Morale
  12
  Hoard Class
  none
  Parent
  Stinging Nettle
  Zap nettles use other plants to move
  about. The nettle sticks to the host’s
  bark and provides some defense for it.
  However, unless the host is immune to
  electrical attacks, this defense can be
  fatal, as the nettle zaps it as well as
  its attacker.
  Mutations: abnormal size, electric
  charge generation, stinging hairs, veg-
  etal parasite
  Generation 2
  Carpet Wailer
  No. Enc.
  4d8 (4d8)
  Alignment
  Neutral
  Movement
  0'
  AC
  6
  HD
  6
  Attacks
  1 (slam)
  Damage
  d6
  Save
  L5
  Morale
  12
  Hoard Class
  XVIII
  Parent
  Wailer
  Carpet wailers are almost always found
  in large groups, as they clone them-
  selves quickly. A typical clump is 50'
  in diameter, although some can be three
  times that size.
  Mutations: abnormal size, natural ar-
  mor, runners, shriek, stinging hairs
  Thorny Nettle
  No. Enc.
  2d8 (2d8)
  Alignment
  Neutral
  Movement
  0'
  AC
  6
  HD
  6
  Attacks
  1 or 1 (slam or thorn)
  Damage
  d6 or d4
  Save
  L3
  Morale
  12
  Hoard Class
  VI (times 4)
  Parent
  Wailer
  The thorny nettle has gained the ability
  to throw thorns that are covered with
  the plant’s stinging hairs (although it
  has lost its parent’s sonic attack). It
  is also unusually vulnerable to salt,
  
  mutational evolution
  23
  23
  23
  23
  23
  and any salt water will inflict 2d4 points
  of damage to it per round until it dies.
  Mutations: abnormal size, frailty,
  natural armor, projectile thorns, sting-
  ing hairs
  Swaying Nettle
  No. Enc.
  d4 (d4)
  Alignment
  Neutral
  Movement
  60' (20')
  AC
  6
  HD
  6
  Attacks
  1 (slam)
  Damage
  d6
  Save
  L3
  Morale
  12
  Hoard Class
  none
  Parent
  Wailer
  This nettle has a dozen-or-so roots that
  allow it to slowly move about. It is the
  survivor of a group that gained an odor
  that attracted even slower herbivores
  (a kind of giant beetle that is resis-
  tant to the hairs). The only reason for
  its survival is its sonic attack.
  Mutations: abnormal size, free move-
  ment, natural armor, prey scent, shriek,
  stinging hairs
  Mist Nettle
  No. Enc.
  d4 (d6)
  Alignment
  Neutral
  Movement
  0'
  AC
  6
  HD
  6
  Attacks
  1 (slam)
  Damage
  d6
  Save
  L3
  Morale
  12
  Hoard Class
  none
  Parent
  Wailer
  The mist nettle is usually surrounded by
  bare soil, as it pushes out all life via
  a kind of force field. Unlike the force
  screen mutation, this is kept up 24 hours
  per day unless something breaks into it.
  Anything that does break the field is
  met with a double-strength shriek. The
  screen is not totally transparent and
  makes the plant look milky, leading to
  its given name.
  Mutations: abnormal size, force screen
  (greater), natural armor, shriek, sting-
  ing hairs
  Slimy Nettle
  No. Enc.
  1 (d4)
  Alignment
  Neutral
  Movement
  0'
  AC
  8
  HD
  18
  Attacks
  1 (slam)
  Damage
  2d6 +3d6
  Save
  L9
  Morale
  12
  Hoard Class
  XX
  Parent
  Desert Nettle
  These plants weep acid, which protects
  them from herbivores and assists in kill-
  ing prey. Creatures immune to acid find
  them to be a good source of moisture
  when far from watering holes.
  Mutations: abnormal size, dermal acidic
  sap, prey scent, reduced fertility, re-
  flective cell structure, stinging hairs
  Toothy Nettle
  No. Enc.
  1 (1)
  Alignment
  Neutral
  Movement
  0'
  AC
  8
  HD
  18
  Attacks
  6 (slam, bites)
  Damage
  2d6/d8/d8/d8/d8/d8
  Save
  L9
  Morale
  12
  Hoard Class
  XX
  Parent
  Desert Nettle
  Toothy nettles have five mouths and use
  them effectively in consuming anything
  foolish enough to come close to them.
  They are rarer than most desert nettles
  because of their reliance on meat.
  Mutations: abnormal size, carnivore,
  prey scent, reduced fertility, reflec-
  tive cell structure, stinging hairs
  
  Creatures of the wastelands
  24
  24
  24
  24
  24
  Kite Nettle
  No. Enc.
  1 (1)
  Alignment
  Neutral
  Movement
  Fly: 1/2 wind speed
  AC
  8
  HD
  18
  Attacks
  1 (slam)
  Damage
  2d6
  Save
  L9
  Morale
  12
  Hoard Class
  none
  Parent
  Desert Nettle
  After reaching full size, kite nettles
  fill bladders with lighter-than-air gas
  and float away. They move through the
  air very poorly due to their lumpy shape.
  They are easy to bring down (after they
  take 1/4 of their total hit points) and
  are considered edible by some desert
  tribes because they have lost their hairs.
  Because of this hunting and their poor
  flight, they are doomed to extinction.
  Mutations: abnormal size, flight, prey
  scent, reduced fertility, reflective cell
  structure
  Purple Nettle
  No. Enc.
  1 (d4)
  Alignment
  Neutral
  Movement
  0'
  AC
  8
  HD
  18
  Attacks
  1 (slam)
  Damage
  2d6
  Save
  L9
  Morale
  12
  Hoard Class
  XX
  Parent
  Desert Nettle
  Just as green as the other nettles, this
  plant’s stinging hairs have mutated into
  an airborn form that turns flesh purple.
  Any animal that comes within 15 feet of
  the plant must save versus a class 5
  poison and turns purple for d4 weeks
  (even if the save was successful). Be-
  cause of this handy feature, some commu-
  nities use the plants to mark criminals.
  Mutations: abnormal size, poisonous
  spores, prey scent, reduced fertility,
  reflective cell structure
  Salt Flat Nettle
  No. Enc.
  2d4 (2d4)
  Alignment
  Neutral
  Movement
  0'
  AC
  9
  HD
  1 hit point
  Attacks
  1 (ray)
  Damage
  4d6
  Save
  L0
  Morale
  12
  Hoard Class
  XVIII
  Parent
  Bloody Nettle
  Salt flat nettles are found in the harsh-
  est deserts, even those in which desert
  nettles cannot survive. They draw what
  little water there is in the air via an
  ability to remove heat from their sur-
  roundings. If it needs to, a salt flat
  nettle can use this as a ray of cold to
  defend itself.
  Mutations: accumulated resistance (men-
  tal), animal organ, frailty, stinging
  hairs, thermal emissions
  Tangled Nettle
  No. Enc.
  3d6 (3d6)
  Alignment
  Neutral
  Movement
  0'
  AC
  9
  HD
  1 hit point
  Attacks
  1 or 1 (ray or tendrils)
  Damage
  4d6 or d6
  Save
  L0
  Morale
  12
  Hoard Class
  XX
  Parent
  Bloody Nettle
  These nettles are found in groups that
  share prey. One looks like a mass of
  fleshy vines and a single small stem. It
  is the stem that is the source of their
  fire, something rarely used, as they
  prefer to strangle and poison prey with
  their hair-covered vines.
  Mutations: animal organ, frailty,
  stinging hairs, thermal emissions, trip-
  ping tendrils
  
  mutational evolution
  25
  25
  25
  25
  25
  Arctic Nettle
  No. Enc.
  1 (2d4)
  Alignment
  Neutral
  Movement
  0'
  AC
  9
  HD
  1 hit point
  Attacks
  1 (special)
  Damage
  special
  Save
  L0
  Morale
  12
  Hoard Class
  XX
  Parent
  Bloody Nettle
  Those nettles that germinated in the far
  north had their fire-throwing ability
  replaced by a more useful ability to
  control temperature. They use both heat
  and cold to defend themselves — but
  rarely use cold in winter as it might
  mean the death of them. Arctic nettles
  have three main stems, two with eyes
  that help them detect motion, something
  needed on the cold plains where camou-
  flage is common.
  Mutations: animal organ, frailty, full
  senses, temperature control, stinging
  hairs
  Gory Nettle
  No. Enc.
  2d4 (6d8)
  Alignment
  Neutral
  Movement
  0'
  AC
  9
  HD
  1 hit point
  Attacks
  1 or 1 (ray or fruit)
  Damage
  4d6 or 2d6
  Save
  L0
  Morale
  12
  Hoard Class
  VI
  Parent
  Bloody Nettle
  Gory nettles fling hand-like organs that
  both spread their seeds and provide de-
  fense by exploding. The blood-like sap
  is not dangerous but it does stain cloth-
  ing. Unlike most nettles, these are found
  on tree limbs. Every eight weeks in warm
  weather, the gory nettle produces 5d6
  seeds that look like tiny humans with
  leaves. These seeds find the closest
  tree, climb it, and fight any other plants
  and seeds in the best locations for ger-
  mination.
  Mutations: animal organ, animate seed,
  frailty, grenade-like fruit, thermal
  emission, stinging hairs
  Fire Nettle
  No. Enc.
  1 (1)
  Alignment
  Neutral
  Movement
  0'
  AC
  8
  HD
  2
  Attacks
  1 (ray)
  Damage
  4d6
  Save
  L1
  Morale
  12
  Hoard Class
  none
  Parent
  Zap Nettle
  One of the most common sources of forest
  fires, fire nettles are treated as a
  major hazard by all people. They ran-
  domly blast things that are near their
  host and even occasionally the host it-
  self. This is another nettle doomed to
  extinction.
  Mutations: abnormal size, stinging
  hairs, thermal emission, vegetal para-
  site
  Mountain Nettle
  No. Enc.
  1 (1)
  Alignment
  Neutral
  Movement
  0'
  AC
  8
  HD
  2
  Attacks
  1 (charge)
  Damage
  4d6
  Save
  L1
  Morale
  12
  Hoard Class
  none
  Parent
  Zap Nettle
  As some nettles were taken to higher
  elevations, their choice of hosts be-
  came extremely reduced. The mountain
  nettle lost its hairs but has gained
  another form of protection. It can alter
  its appearance to that of any nearby
  plant. Now, most of them blend in with
  the other flora and the only way to
  
  Creatures of the wastelands
  26
  26
  26
  26
  26
  easily tell them apart is the tendency
  for the nettles to revert to their nor-
  mal form when in contact with a mobile
  plant or when zapping an animal.
  Mutations: abnormal size, chameleon
  metamorph, electrical charge generation,
  vegetal parasite
  Giant Nettle
  No. Enc.
  d4 (d4)
  Alignment
  Neutral
  Movement
  0'
  AC
  6
  HD
  8
  Attacks
  1 (charge)
  Damage
  4d6
  Save
  L4
  Morale
  12
  Hoard Class
  VI (times 3)
  Parent
  Zap Nettle
  Found in forests and plains, giant
  nettles are too large to be carried by
  any but the largest trees. They have
  lost both the ability to control a host
  and the root structure that allowed them
  to attach to other plants. Now, they
  just sit there like most other plants,
  defending themselves with what abili-
  ties they gained from their ancestors
  (in this case, the hairs and electrical
  charge).
  Mutations: abnormal size, electrical
  charge generation, stinging hairs
  Lagoon Nettle
  No. Enc.
  1 (1)
  Alignment
  Neutral
  Movement
  0'
  AC
  8
  HD
  2
  Attacks
  1 (charge)
  Damage
  4d6
  Save
  L1
  Morale
  12
  Hoard Class
  none
  Parent
  Zap Nettle
  These nettles select hosts among man-
  groves and other marine plants. They can
  not survive submersion for long periods
  — yet — and may even be found on land
  near the shore. The latter quickly die,
  as they need to have some contact with
  salt water every few days. Those lagoon
  nettles that use their charge often tend
  to kill their host, nearby plants and
  animals, and, eventually, themselves.
  Mutations: abnormal size, accumulated
  resistance (mental), electrical charge
  generation, frailty, stinging hairs,
  vegetal parasite
  feather shrub family
  Generation 1
  Feather Shrub
  No. Enc.
  0 (2d4)
  Alignment
  Neutral
  Movement
  10' (3')
  AC
  7
  HD
  1/2
  Attacks
  1 (root)
  Damage
  2d6
  Save
  L0
  Morale
  12
  Hoard Class
  none
  Feather shrubs are plants that have colo-
  nized shattered lands. The weeds they
  came from used the small amount of soil
  the lichens produced until one mutated a
  root that could bore into solid stone.
  The seedlings from that plant quickly
  spread to everywhere there was enough
  rain or humidity.
  The early feather shrubs were quite
  small and had leaves, which have been
  replaced with green, fringed branches.
  The current feather shrubs are 5' tall
  and have burrows 12' deep. It is because
  of these burrow that they can survive
  where they do. They provide protection
  against harsh weather and most herbi-
  vores, and act as a store for soil and
  water and a place for the shrub to “hi-
  bernate” in winter and extremely hot
  summer days. If a herbivore is persistant,
  the shrub can angle the burrowing root
  up and drill a hole into the animal (or
  plant or fungus, as the case may be).
  In some locations, there are so many
  feather shrubs that the stone has crumbled
  
  mutational evolution
  27
  27
  27
  27
  27
  and been washed or blown away. If its
  burrows falls apart, the shrub goes to
  seed and dies. The only time it walks
  away from a burrow is when the soil or
  water becomes contaminated or diseased.
  Mutations: boring root (new), drink
  humidity (new), full movement
  Generation 2
  Tree Borer
  No. Enc.
  0 (d4)
  Alignment
  Neutral
  Movement
  10' (3')
  AC
  7
  HD
  1/2
  Attacks
  1 (root)
  Damage
  2d6
  Save
  L0
  Morale
  12
  Hoard Class
  none
  Parent
  Feather Shrub
  Adapted to living within wood, tree bor-
  ers supplement their fertilizer needs
  with the occasional animal that is climb-
  ing on the borer’s home. It’s roots con-
  tains a class 6 toxin, enough to kill
  most of the creatures it encounters.
  Tree borers are territorial and keep
  other borers out of the same trunk, as
  too many will kill the tree. If the tree
  dies, the borer goes to seed and dies
  soon after. Those looking for firewood
  or living in the canopy find these plants
  a serious danger. Unfortunately, kill-
  ing the borer may result in killing the
  host tree, as their poison does affect
  plant life.
  Mutations: boring root (new), drink
  humidity (new), full movement, injected
  poisonous sap
  
  Creatures of the wastelands
  28
  28
  28
  28
  28
  Green Truffle
  No. Enc.
  0 (2d8)
  Alignment
  Neutral
  Movement
  10' (3')
  AC
  5
  HD
  1/2
  Attacks
  1 (root)
  Damage
  2d6
  Save
  L0
  Morale
  12
  Hoard Class
  none
  Parent
  Feather Shrub
  A parasite on tree roots, green truffles
  bury themselves during the night but
  appear as part of the flora of the for-
  est floor while the sun shines. Unless
  someone steps on or bites a truffle,
  they do not attack. They are somewhat
  territorial and only d4 will be found on
  a single large tree’s roots. If the for-
  est is dense, then there will be a greater
  chance of finding several truffles near
  each other.
  Mutations: boring root (new), drink
  humidity (new), full movement
  Mine Layer
  No. Enc.
  0 (d4)
  Alignment
  Neutral
  Movement
  10' (3')
  burrow 10' (3')
  AC
  7
  HD
  1/2
  Attacks
  1 or 1 (root or bite)
  Damage
  2d6 or d8
  Save
  L0
  Morale
  12
  Hoard Class
  none
  Parent
  Feather Shrub
  This feathered shrub has taken to an
  underground existence. It is only pale
  green and turns white with age. It hunts
  by placing explosives in hollowed-out
  stone, just beneath the surface. When a
  victim steps on one of these mines, the
  explosion inflicts 2d8 points of damage
  and draws the attention of the mine
  layer. A typical field is made up of
  2d10+20 mines within 800' of the shrub’s
  lair. It follows 2' wide tunnels to where
  a mine has gone off and then uses its
  bite to subdue living prey. If the plant
  is wounded, it will use its boring root
  and then escape back into the tunnel
  formed by it. As more and more of the
  mines are detonated, the ground becomes
  uneven and the mine layer has to use
  longer routes to get to the outer edges.
  After a few months, it will move to a
  new location within a mile.
  Mutations: boring root (new), carni-
  vore, drink humidity (new), full move-
  ment, grenade-like fruit
  Glowing Feather Shrub
  No. Enc.
  0 (2d4)
  Alignment
  Neutral
  Movement
  30' (10')
  AC
  7
  HD
  6
  Attacks
  1 or 1
  (root or radiation blast)
  Damage
  3d6 or class 6 radiation
  Save
  L3
  Morale
  12
  Hoard Class
  none
  Parent
  Feather Shrub
  Relegated to shattered lands, these mu-
  tants are much larger than common feather
  shrubs, being 12' tall and having bur-
  rows 45' deep. They absorb radioactive
  particles from the stone and soil and
  use them for defense. Where a cluster of
  glowing feather shrubs grows, the land
  itself might glow at night due to the
  accumulated radiation. Otherwise, they
  act as their smaller kin.
  Mutations: abnormal size, boring root
  (new), drink humidity (new), free move-
  ment, radioactive emissions
  Gopher Shrub
  No. Enc.
  0 (3d4+)
  Alignment
  Neutral
  Movement
  30' (10')
  AC
  7
  HD
  1/2
  Attacks
  1 (root)
  Damage
  2d6
  
  mutational evolution
  29
  29
  29
  29
  29
  Save
  L0
  Morale
  12
  Hoard Class
  none
  Parent
  Feather Shrub
  Found in grasslands and meadows, gopher
  shrubs have an extensive system of tun-
  nels and chambers, almost like ant colo-
  nies. They use a tacky sap to reinforce
  the walls, which gives them the strength
  of hard wood. Gophers are communal and
  work together to make their nests, al-
  though they breed as individuals. Dur-
  ing the day they spend their time above
  ground, looking like any of the other
  plants in the area, and at night they
  continue the work on their nests. In
  some locations where the population is
  high — at least in the hundreds — the
  work makes enough noise to wake people
  sleeping nearby.
  Mutations: accumulated resistance,
  boring root (new), dermal adhesive sap
  (new), drink humidity (new), free movement
  Arctic Shrub
  No. Enc.
  0 (6d6)
  Alignment
  Neutral
  Movement
  10' (3')
  AC
  9
  HD
  1 hit point
  Attacks
  1 (root)
  Damage
  d8
  Save
  L0
  Morale
  12
  Hoard Class
  none
  Parent
  Feather Shrub
  Found in valleys in cold lands, arctic
  shrubs are vulnerable to wind because
  they are much smaller than their ances-
  tors. The typical individual is only 8"
  tall. They are found in larger groups
  not because of social behavior, but
  rather because places that suit them are
  rare and seedlings do not go very far.
  In fact, infighting between neighbors
  is common and dead shrubs are not that
  rare on the surface in their lands.
  Mutations: boring root (new), drink
  humidity (new), free movement, reflec-
  tive cell structure
  Rime Hunter
  No. Enc.
  0 (2d4)
  Alignment
  Neutral
  Movement
  30' (10')
  AC
  7
  HD
  1/2
  Attacks
  1 or 1 (root or ray)
  Damage
  2d6 or 3d8
  Save
  L0
  Morale
  12
  Hoard Class
  none
  Parent
  Feather Shrub
  Another uncommon mutant found in shat-
  tered lands, rime hunters are omnivores
  that freeze their prey from a distance
  of up to 100'. They will kill any living
  thing that comes within range and then
  grind up the bodies with their boring
  roots. They have much shallower burrows
  that are only 6' deep and just enough to
  hide in. They also travel more often
  because of the lack of prey in such
  desolate lands and are often followed by
  larger predators that are immune to cold
  attacks and then drive off the rime hunt-
  ers after they make a kill.
  Mutations: boring root (new), drink
  humidity (new), free movement, thermal
  emissions
  Martian Flytrap
  No. Enc.
  0 (2d4)
  Alignment
  Neutral
  Movement
  10' (3')
  AC
  7
  HD
  1/2
  Attacks
  1 (root)
  Damage
  2d6+3d6
  Save
  L0
  Morale
  12
  Hoard Class
  none
  Parent
  Feather Shrub
  This plant uses a field that draws prey
  to it. Because the flytrap is covered
  with acidic sap, the aggressor usually
  leaves it alone after one hit — and it
  is that hit that provides the plant with
  enough food until the next creature is
  driven to attack it. The initial martian
  
  Creatures of the wastelands
  30
  30
  30
  30
  30
  flytraps were small like the common
  feather shrub but a few became much larger
  (15' tall with 5 HD). They retained their
  boring root, but only use their burrows
  as a place to store soil and water.
  Mutations: boring root (new), dermal
  acidic sap, drink humidity (new),
  freemovement, negative empathy
  Generation 3
  Puppetmaster
  No. Enc.
  0 (1)
  Alignment
  Neutral
  Movement
  10' (3')
  AC
  7
  HD
  1/2
  Attacks
  1 or 4 (root or branches)
  Damage
  2d6 or d8/d8/d8/d8
  Save
  L0
  Morale
  12
  Hoard Class
  none
  Parent
  Tree Borer
  A tree borer was lucky enough to gain
  the animate object mutation and, be-
  cause of its amazing use of it, has
  produced many decendants. They animate
  the trees they inhabit and use them to
  both spread the seeds to other trees and
  to provide defense. If a seedling in-
  vades a sapient plant that can already
  move, there is a battle of the wills and
  usually both die when the puppetmaster
  and host try to make different decisions
  in combat. Non-sapient plants can also
  be difficult to control but, as genera-
  tions pass, the puppetmasters become more
  and more effective. They have retained
  the class 6 poison of the tree borer.
  Mutations: animate object, boring root
  (new), full movement, injected poison
  sap
  Oven Tree Parasite
  No. Enc.
  0 (1)
  Alignment
  Neutral
  Movement
  10' (3')
  AC
  7
  HD
  1/2
  Attacks
  1 (root)
  Damage
  2d6
  Save
  L0
  Morale
  12
  Hoard Class
  none
  Parent
  Tree Borer
  Found only in trees that are fireproof,
  oven tree parasites produce a super-
  heated environment in which to live.
  When such a tree is killed, there is an
  explosion that does 4d10 points of fire
  damage to everyone within 25', who must
  then save versus energy attacks or catch
  on fire for 2d4 rounds for d6 points of
  damage per round. The parasite emerges
  as well and leaves a charred trail while
  looking for another tree to inhabit. If
  it cannot find a new host within an
  hour, however, it dies from the cold
  air.
  Mutations: boring root (new), full
  movement, temperature control, reflec-
  tive cell structure
  Feather Tree
  No. Enc.
  0 (2d4)
  Alignment
  Neutral
  Movement
  60' (20')
  AC
  5
  HD
  12
  Attacks
  2 or 1 (branches or root)
  Damage
  d8/d8 or 3d6
  Save
  L6
  Morale
  12
  Hoard Class
  none
  Parent
  Tree Borer
  Instead of living within trees, these
  borers compete with them directly. They
  use their root to destroy the roots of
  others within the best soil. Of course,
  there are many plants that defend them-
  selves against this effect, so only the
  strongest feather trees will survive over
  the generations.
  Mutations: abnormal size, boring root
  (new), drink humidity (new), full move-
  ment, natural vegetal weapons
  
  mutational evolution
  31
  31
  31
  31
  31
  Green Thinker
  No. Enc.
  0 (d4)
  Alignment
  Chaotic
  Movement
  10' (3')
  AC
  7
  HD
  1/2
  Attacks
  1 (root)
  Damage
  2d6
  Save
  L1
  Morale
  8
  Hoard Class
  VIII X2
  Parent
  Tree Borer
  Green thinkers have human-like brains.
  They still dwell inside trees and have
  become more solitary, but that is re-
  lated to their sudden interest in arti-
  facts and other technology and willing-
  ness to steal from each other. They are
  just starting to understand what such
  devices are and what they might be used
  for. Each has d4 random mental muta-
  tions.
  Mutations: animal organ, boring root
  (new), drink humidity (new), full move-
  ment, +d4 mental mutations
  Generation 4
  Wooden Fangs
  No. Enc.
  0 (d4)
  Alignment
  Neutral
  Movement
  150' (50')
  AC
  5
  HD
  9
  Attacks
  3 or 1 (bites or root)
  Damage
  d8/d8/d8 or 2d8
  Save
  L5
  Morale
  12
  Hoard Class
  none
  Parent
  Feather Tree
  
  Creatures of the wastelands
  32
  32
  32
  32
  32
  A slightly smaller version of the feather
  tree, wooden fangs have three mouths
  filled with splinters that act like
  teeth. They are unrefined hunters and,
  because of this, typically have very
  poor hunts. The only reason they survive
  is their immunity to most poisons and
  their ability to eat slower prey that
  typically uses toxins for protection.
  Mutations: abnormal size, boring root
  (new), carnivore, drink humidity (new),
  full movement, quickness
  Shroud
  No. Enc.
  0 (2d4)
  Alignment
  Neutral
  Movement
  30' (10')
  Fly: wind speed
  AC
  5
  HD
  6
  Attacks
  1 (root)
  Damage
  2d6
  Save
  L3
  Morale
  12
  Hoard Class
  none
  Parent
  Feather Tree
  Although normally found on the ground,
  this 9' tall feather tree fills gas bags
  with hydrogen when it goes to seed. Af-
  ter it has detected good soil for the
  seedling — which may be tens of miles
  away from where it lifted off — the
  adult shroud releases the seedlings. The
  seedlings can fly on their own and use
  the stats for the common bat except that
  they can inflict d4 points of damage as
  a swarm.
  Mutations: abnormal size, animate seed,
  boring root (new), drink humidity (new),
  flight, full movement
  Green Tinkerer
  No. Enc.
  0 (2d6)
  Alignment
  Lawful
  Movement
  10' (3')
  AC
  7
  HD
  1/2
  Attacks
  1 or 1 (root or weapon)
  Damage
  2d6 or weapon
  Save
  L1
  Morale
  9
  Hoard Class
  VIII X3
  Parent
  Green Thinker
  Now that they have discovered that work-
  ing together gets more done, green think-
  ers have made amazing discoveries with
  and on artifacts of the Elder People.
  The tinkerers are still found living in
  trees but now select those that are clos-
  est to ruins or living communities. They
  are considered eccentric by humans, but
  are a good source of information and
  occasionally the plants trade such knowl-
  edge for technology.
  Mutations: animal organ, boring root
  (new), drink humidity (new), full move-
  ment, tinkerer affinity, +d4 mental mu-
  tations
  Weedlord
  No. Enc.
  0 (1)
  Alignment
  Neutral
  Movement
  30' (10')
  AC
  5
  HD
  2
  Attacks
  1 (root)
  Damage
  2d6
  Save
  L1
  Morale
  12
  Hoard Class
  none
  Parent
  Puppetmaster
  These puppetmasters have moved from trees
  to smaller plants. They live in small
  gardens where they have control over all
  the herbs and grasses within. A typical
  garden is 50' in diameter and the weedlord
  can control half of that directly. If
  there are any intelligent plants, they
  are subject to the weedlord’s control
  but can usually think of a way to domi-
  nate the non-sapient plant. Although not
  as intelligent as a human being, the
  weedlord is about as bright as a dog and
  can direct its garden in some basic de-
  fensive tactics. Weedlords have burrows
  in the soil, usually 10' deep, but only
  use them to hide from herbivores that
  are eating their gardens.
  Mutations: animate object, boring root
  (new), full movement, injected poison sap
  
  mutational evolution
  33
  33
  33
  33
  33
  Generation 5
  Green Engineer
  No. Enc.
  d4 (3d8)
  Alignment
  Lawful
  Movement
  90' (30')
  AC
  2
  HD
  2
  Attacks
  1 or 1 (root or weapon)
  Damage
  2d6 or weapon+2
  Save
  L2
  Morale
  8
  Hoard Class
  gear plus XVI
  Parent
  Green Tinkerer
  There has been a split in the tinkerer
  population. Those who want to continue
  the study of artifacts and the eventual
  development of their own techology are
  called engineers. Warriors are described
  below.
  Engineers have several plans in mo-
  tion, the main one being the upgrade of
  their own bodies with a form of scrounged
  cybernetic technology that they are still
  attempting to replicate. The stat block
  given above includes a frame that pro-
  vide a faster movement rate, acts as
  heavy armor, and can hold a weapon.
  Other projects include finding a sub-
  stitute for their need to live within
  trees, communication devices, a way to
  uplift other plants, and defensive ar-
  tifacts that can allow them to work and
  live in peace.
  Mutations: animal organ, boring root
  (new), drink humidity (new), full move-
  ment, metaconcert, neural telekinesis,
  tinkerer affinity, +d2 mental mutations
  Green Warrior
  No. Enc.
  d6 (3d8)
  Alignment
  Lawful
  Movement
  240' (80')
  AC
  4
  HD
  3
  Attacks
  1 or 2 (root or weapon)
  Damage
  2d6 or weapon/weapon
  Save
  L3
  Morale
  11
  Hoard Class
  gear plus XXI
  Parent
  Green Tinkerer
  This part of the population believes
  that the only way to achieve peace is to
  destroy everything that is a threat.
  They are still tinkerers and so technol-
  ogy is seen as something to study and
  use. They have been able to raid the
  supply of the engineers’ frames and have
  reduced the amount of armor — making
  them much faster — and added two weapon
  mounts. If one is caught without a frame,
  a warrior can use damage turning for
  defense and mind thrust to attack. Gen-
  erally, they try to get a few members of
  a war party to be the main targets (us-
  ing damage turning to avoid most dam-
  age), while the rest surround and de-
  stroy the enemy.
  
  Creatures of the wastelands
  34
  34
  34
  34
  34
  As much as they want to dominate, they
  are still new to this and their tactics
  are primitive. Many green warriors die
  against the military machines found from
  time-to-time in the wastelands.
  Mutations: animal organ, boring root
  (new), damage turning, drink humidity
  (new), full movement, mind thrust, tink-
  erer affinity, +d2 mental mutations
  Master of the Garden
  No. Enc.
  0 (1)
  Alignment
  Neutral
  Movement
  30' (10')
  AC
  5
  HD
  8
  Attacks
  2 (roots)
  Damage
  2d6/2d6
  Save
  L4
  Morale
  12
  Hoard Class
  none
  Parent
  Weedlord
  Weedlords that have grown huge, masters
  of the garden have two roots that can be
  used to drill opponents 25' away. Their
  gardens are 500' in diameter and the
  master has control over all the plants
  within them. They no longer use burrows
  to hide in and are constantly patrolling
  their homes to ensure that all the plants
  are protected from pests and large her-
  bivores. For intelligent plants, these
  gardens are a fairly safe home or place
  to hide.
  Mutations: aberrant form (extra body
  parts), abnormal size, animate object,
  boring root (new), full movement, in-
  jected poison sap
  giant yellowjacket family
  Generation 1
  Giant Yellowjacket
  No. Enc.
  1 (6d8)
  Alignment
  Neutral
  Movement
  90' (30')
  Fly: 180' (60')
  AC
  5
  HD
  5
  Attacks
  1 or 1 (bite or sting)
  Damage
  d8 or d4
  Save
  L3
  Morale
  9
  Hoard Class
  VI for nest
  This is simply a 6' long wasp. Like
  their smaller kin, they collect animals
  to feed their grubs. Unlike them, they
  do not target other arthropods, but
  rather take anything they can kill with
  their sting, which contains a class 6
  toxin.
  Mutations: gigantism, toxic weapon
  
  mutational evolution
  35
  35
  35
  35
  35
  Generation 2
  Firecracker
  No. Enc.
  1 (3d4)
  Alignment
  Neutral
  Movement
  90' (30')
  Fly: 180' (60')
  AC
  5
  HD
  5
  Attacks
  1 or 1
  Damage
  d8 or d4
  Save
  L3
  Morale
  9 (2 versus flame)
  Hoard Class
  VI for nest
  These giant wasps are highly flammable
  and spontaneously combust when exposed
  to flame or extreme heat (i.e., they die
  no matter the damage rolled).
  They have smaller colony sizes be-
  cause that means less body heat produced
  and, therefore, less chance of incin-
  eration.
  Mutations:  
  a b e r r a n t  
  f o r m
  (xenomorphism), gigantism, heat sink,
  toxic weapon
  Spark Wasp
  No. Enc.
  1 (6d8)
  Alignment
  Neutral
  Movement
  90' (30')
  Fly: 180' (60')
  AC
  5
  HD
  5
  Attacks
  1 or 1 (bite or sting)
  Damage
  d8 or d4
  Save
  L3
  Morale
  9
  Hoard Class
  VI for nest
  Spark wasps are so called because they
  zap prey with energy discharges from
  their mandibles. Due to a failing immune
  system, many of these insects die from
  fungal infections, and whole colonies
  can be found embedded in fungal myce-
  lium.
  Mutations: energy-retaining cell
  structure, gigantism, reduced immunity,
  toxic weapon
  Spider Wasp
  No. Enc.
  1 (6d8)
  Alignment
  Neutral
  Movement
  120' (40')
  Fly: 30' (10')
  AC
  5
  HD
  5
  Attacks
  1 or 1 (bite or sting)
  Damage
  d8 or d6
  Save
  L3
  Morale
  6
  Hoard Class
  VI (times 3) for nest
  These insects use their grubs’ silk to
  produce webs for capturing prey. The
  adults have lost their sight and thus do
  not fly that often and rely on motion
  detection via the web to find food.
  Mutations: blindness, gigantism, toxic
  weapon, webbing (new)
  
  Creatures of the wastelands
  36
  36
  36
  36
  36
  Generation 3
  Firebomb
  No. Enc.
  1 (2d4)
  Alignment
  Neutral
  Movement
  90' (30')
  Fly: 180' (60')
  AC
  5
  HD
  5
  Attacks
  1 or 1 (bite or sting)
  Damage
  d8 or d4
  Save
  L2
  Morale
  6
  Hoard Class
  VI for nest
  Parent:
  Firecracker
  Firebombs are the few survivors of the
  firecrackers. They are much less ag-
  gressive and have better sight and hear-
  ing, but these will not save it. After a
  few more true generations, they will die
  out from their drawbacks.
  M u t a t i o n s :  
  a b e r r a n t  
  f o r m
  (xenomorphism), gigantism, heat sink,
  increased senses, toxic weapon
  Hairy Wasp
  No. Enc.
  1 (6d8)
  Alignment
  Neutral
  Movement
  90' (30')
  Fly: 150' (50')
  AC
  6
  HD
  5
  Attacks
  1 (sting)
  Damage
  d4
  Save
  L3
  Morale
  9
  Hoard Class
  VI for nest
  Parent
  Spark Wasp
  Some of the spark wasps survived the
  fungal onslaught by becoming aggregates
  with other species of fungi. Hairy wasps
  are named for the fungal strands that
  emerge randomly from their exoskeletons.
  Their heads have been radically changed,
  are smaller, and have fungal tentacles used
  to feed on dead plants. They have retained
  their stings and use them for defense.
  Mutations:  
  a b e r r a n t  
  f o r m
  (xenomorphism), energy-retaining cell
  structure, gigantism, toxic weapon
  Flying Shark
  No. Enc.
  3d4 (6d8)
  Alignment
  Neutral
  Movement
  60' (20')
  Fly: 150' (50')
  AC
  5
  HD
  5
  Attacks
  1 or 1 (bite or sting)
  Damage
  d8 or d4
  Save
  L3
  Morale
  8
  Hoard Class
  VI (times 2) for nest
  Parent
  Spider Wasp
  Flying sharks hunt in packs and use a
  form of sonar to hunt. Their nests are
  no longer surrounded by webbing, as the
  material is now used to bind prey and
  not to capture it.
  Mutations: echolocation, gigantism,
  toxic weapon, webbing (new)
  Web Wasp
  No. Enc.
  1 (3d4)
  Alignment
  Neutral
  Movement
  150' (50')
  AC
  6
  HD
  5
  Attacks
  1 or 1 (bite or sting)
  Damage
  d6 or d4
  Save
  L3
  Morale
  10
  Hoard Class
  VI (times 3) for nest
  Parent
  Spider Wasp
  These insects have lost their wings along
  with their eyes. The adults now produce
  silk and their traps are much more elabo-
  rate. They are sleeker and faster than
  their parent mutant and have a smaller
  head. They are still blind and use their
  web to detect prey.
  M u t a t i o n s : 
  a b e r r a n t  
  f o r m
  (xenomorphism), blindness, gigantism,
  toxic weapon, webbing (new)
  
  mutational evolution
  37
  37
  37
  37
  37
  Generation 4
  Flying Needle
  No. Enc.
  3d4 (6d8)
  Alignment
  Neutral
  Movement
  60' (20')
  Fly: 150' (50')
  AC
  5
  HD
  5
  Attacks
  1 or 1 (bite or sting)
  Damage
  d8 or d4
  Save
  L3
  Morale
  8
  Hoard Class
  VI for nest
  Parent
  Flying Shark
  These sharks use a class 8 poison to
  kill prey and predigest it. A few min-
  utes after the prey’s death, the needle
  sucks out the resulting fluid.
  Mutations: echolocation, gigantism,
  hollow fangs, toxic weapon, webbing (new)
  Great Wasp
  No. Enc.
  1 (d4)
  Alignment
  Neutral
  Movement
  210' (70')
  AC
  5
  HD
  16
  Attacks
  1 (bite)
  Damage
  3d4
  Save
  L8
  Morale
  9
  Hoard Class
  none
  Parent
  Web Wasp
  These huge insects are 20' long. They
  are sightless and use vibrations in the
  ground to track prey. No longer social,
  they do not make nests or associate with
  each other except to mate. Grubs are
  abandoned inside some large, dead ani-
  mal, which acts as food and cover.
  M u t a t i o n s :  
  a b e r r a n t  
  f o r m
  (xenomorphism), blindness, gigantism,
  unique sense
  
  Creatures of the wastelands
  38
  38
  38
  38
  38
  Lake Wasp
  No. Enc.
  1 (1)
  Alignment
  Neutral
  Movement
  30' (10')
  Swim: 90' (30')
  AC
  6
  HD
  5
  Attacks
  1 (bite)
  Damage
  d8
  Save
  L3
  Morale
  6
  Hoard Class
  VI for nest
  Parent
  Hairy Wasp
  The fungus associated with the hairy
  wasps mutated and now these successor
  wasps are adapting to life in freshwa-
  ter. Their symbiont acts as a gill and
  fins and allows them to move about in
  shallow water (no deeper than 60'). They
  have lost their stings and wings and now
  prey on aquatic plants and wooden boat
  hulls.
  M u t a t i o n s :  
  a b e r r a n t  
  f o r m
  (xenomorphism), gigantism
  Quick Strike
  No. Enc.
  3d4 (6d8)
  Alignment
  Neutral
  Movement
  120' (40')
  Fly: 300' (100')
  AC
  2
  HD
  5
  Attacks
  1 or 1 (bite or sting)
  Damage
  d8 or d4
  Save
  L3
  Morale
  8
  Hoard Class
  VI for nest
  Parent
  Flying Shark
  These sharks have lost their silk-pro-
  ducing glands and now use amazing speed
  to run down prey. Otherwise, they act
  like flying sharks.
  Mutations: echolocation, gigantism,
  quickness, toxic weapon
  Slime Wasp
  No. Enc.
  1 (1)
  Alignment
  Neutral
  Movement
  120' (40')
  AC
  6
  HD
  5
  Attacks
  1 or 1 (tentacles or sting)
  Damage
  d6 or d4
  Save
  L3
  Morale
  8
  Hoard Class
  none
  Parent
  Hairy Wasp
  These decendents of hairy wasps are driven
  from sunlight, which causes them pain —
  or, actually, pain to their symbionts —
  and a -4 to attack rolls. They have lost
  their wings but their head-based ten-
  tacles are now strong enough to inflict
  damage to resisting plant life. The fun-
  gus is poisonous and acts as a class 4
  toxin. The sting’s poison has weakened
  to class 3.
  Mutation: aberrant form (xenomorphism),
  dermal poison slime, frailty, gigantism,
  toxic weapon
  Moon Wasp
  No. Enc.
  1 (3d4)
  Alignment
  Neutral
  Movement
  150' (50')
  AC
  6
  HD
  5
  Attacks
  1 or 1 (bite or sting)
  Damage
  d6 or d4
  Save
  L3
  Morale
  10
  Hoard Class
  VI (times 3) for nest
  Parent
  Web Wasp
  Although they have lost their eyes, moon
  wasps have replaced them with organs
  that “see” heat. They are nocturnal,
  roam long distances, and kill animal
  prey with a class 8 poison from their
  stings. Silk is used for binding prey
  and nest construction.
  Mutation: aberrant form (xenomorphism),
  gigantism, thermal vision, toxic weapon,
  webbing (new)
  
  mutational evolution
  39
  39
  39
  39
  39
  Generation 5
  Black Trapper
  No. Enc.
  2d6 (4d4)
  Alignment
  Neutral
  Movement
  150' (50')
  AC
  6
  HD
  5
  Attacks
  1 or 1 (bite or sting)
  Damage
  d6 or d4
  Save
  L3
  Morale
  11
  Hoard Class
  VI (times 2) for nest
  Parent
  Moon Wasp
  Black trappers use their predator-draw-
  ing odor to bring prey to them. Because
  this occasionally draws something that
  a single wasp can not handle, the trap-
  pers now hunt in packs.
  M u t a t i o n s :  
  a b e r r a n t  
  f o r m
  (xenomorphism), gigantism, prey scent,
  thermal vision, toxic weapon, webbing
  (new)
  Stone Crusher
  No. Enc.
  1 (2d4)
  Alignment
  Neutral
  Movement
  150' (50')
  AC
  5
  HD
  5
  Attacks
  1 (bite)
  Damage
  2d8
  Save
  L3
  Morale
  10
  Hoard Class
  VI (times 2) for nest
  Parent
  Moon Wasp
  Stone crushers are so called because
  they chew through concrete and stone
  looking for prey and building nests.
  They have lost their stings but no longer
  need them, as their mandibles are much
  larger and stronger.
  M u t a t i o n s :  
  a b e r r a n t  
  f o r m
  (xenomorphism), gigantism, increased
  strength, thermal vision, webbing (new)
  Mite Wasp
  No. Enc.
  1 (6d4)
  Alignment
  Neutral
  Movement
  240' (80')
  AC
  5
  HD
  16
  Attacks
  1 (bite)
  Damage
  3d4
  Save
  L8
  Morale
  9
  Hoard Class
  none
  Parent
  Great Wasp
  Mites are just as large as great wasps,
  but they produce a lot of very active
  grubs. These grubs have the same stats
  as giant killer bees, minus a fly speed
  and sting. The adults have 10 legs and
  this allows them to get around a little
  faster. They use an ability to sense
  motion, in addition to their sense of
  smell, to find prey.
  Mutations: aberrant form (extra body
  parts, xenomorphism), blindness, gigan-
  tism, unique sense
  Ramm
  No. Enc.
  1 (d4)
  Alignment
  Neutral
  Movement
  300' (100')
  AC
  3
  HD
  16
  Attacks
  1 (bite)
  Damage
  3d4
  Save
  L8
  Morale
  9
  Hoard Class
  none
  Parent
  Great Wasp
  Ramms are huge wasps that will run through
  just about anything to get to something
  they want. They are ambush predators
  that cause a great deal of damage to the
  landscape and thus have to change their
  locations often.
  Mutations:  
  a b e r r a n t  
  f o r m
  (xenomorphism), blindness, gigantism,
  quickness, unique sense
  
  Creatures of the wastelands
  40
  40
  40
  40
  40
  Deep Sea Wasp
  No. Enc.
  1 (1)
  Alignment
  Neutral
  Movement
  Swim: 150' (50')
  AC
  4
  HD
  24
  Attacks
  1 (bite)
  Damage
  3d8
  Save
  L12
  Morale
  10
  Hoard Class
  none
  Parent
  Lake Wasp
  Unlike the marine wasp, the deep sea
  wasp is found far out in the ocean and
  down to three miles. They are 100' feet
  long carnivores that feed on smaller kin
  as well as other animals. Their facial
  tentacles are reduced in size in
  comparision to the whole body, but are
  still strong enough to crack shells.
  Mutations:  
  a b e r r a n t  
  f o r m
  (xenomorphism), gigantism
  Marine Wasp
  No. Enc.
  1 (1)
  Alignment
  Neutral
  Movement
  Swim: 180' (60')
  AC
  5
  HD
  8
  Attacks
  1 (bite)
  Damage
  d10
  Save
  L4
  Morale
  7
  Hoard Class
  none
  Parent
  Lake Wasp
  Larger and faster than the lake wasp,
  these ocean-dwelling insects live within
  20 miles of shore. They are carnivores
  and compete with sharks and other large
  animals (and some plants). Their facial
  tentacles are thin and used to capture
  food both hiding in reefs and in the
  open water. They have no legs and in-
  stead have four large protofins on their
  abdomens.
  M u t a t i o n s :  
  a b e r r a n t  
  f o r m
  (xenomorphism), gigantism, quickness
  Shore Raider
  No. Enc.
  d4 (2d4)
  Alignment
  Neutral
  Movement
  60' (20')
  Swim: 90' (30')
  AC
  5
  HD
  5
  Attacks
  1 (bite)
  Damage
  d8
  Save
  L3
  Morale
  8
  Hoard Class
  none
  Parent
  Lake Wasp
  These lake wasps have a 10' reach with
  their facial tentacles and thicker,
  stronger legs. They raid the shoreline
  for any plant material that can find.
  Mutations:  
  a b e r r a n t  
  f o r m
  (xenomorphism), gigantism
  Spiny Wasp
  No. Enc.
  1 (1)
  Alignment
  Neutral
  Movement
  120' (40')
  AC
  6
  HD
  5
  Attacks
  1 or 1 (facial tentacles
  or sting)
  Damage
  d6 or d4
  Save
  L3
  Morale
  8
  Hoard Class
  none
  Parent
  Slime Wasp
  This insect’s fungal symbiont has mu-
  tated and now sticks to everything. Any-
  one striking a spiny wasp must save ver-
  sus energy attacks or get some of the
  fungus on their weapon or limb. Contact
  means a poison save every round until
  the fungus is scraped off or killed with
  light or energy weapons. The fungus is a
  class 4 poison and the sting class 3.
  Mutations:  
  a b e r r a n t  
  f o r m
  (xenomorphism), clinging skin (new),
  dermal poison slime, frailty, gigantism,
  sticky hairs (new), toxic weapon
  
  mutational evolution
  41
  41
  41
  41
  41
  Bugsnare
  No. Enc.
  1 (1)
  Alignment
  Neutral
  Movement
  120' (40')
  AC
  6
  HD
  5
  Attacks
  1 (facial tentacles)
  Damage
  d6
  Save
  L3
  Morale
  6
  Hoard Class
  none
  Parent
  Slime Wasp
  The bugsnare is an insectivore that uses
  bioluminescence to draw its prey. Such
  insects, of all sizes and shapes, end up
  poisoned by the fungus that encrusts the
  wasp and become food for both. If it is
  attacked by a non-insect, the bugsnare
  emits a blinding flash and tries to escape.
  Mutations:  
  a b e r r a n t  
  f o r m
  (xenomorphism), dermal poison slime,
  frailty, gigantism, optic emisssions
  (bright eyes)
  Generation 6
  Wave Rider
  No. Enc.
  1 (1)
  Alignment
  Neutral
  Movement
  Swim: 180' (60')
  Fly: 120' (40')
  AC
  5
  HD
  3
  Attacks
  1 (bite)
  Damage
  d6
  Save
  L2
  Morale
  9
  Hoard Class
  none
  Parent
  Marine Wasp
  These 3' long insects live near the sur-
  face of the water and fly out to capture
  flying fish and birds. They cannot breathe
  air and so cannot stay above the waves
  for longer than 10 minutes. Their fins
  act as weak wings that help them manuever,
  although their ability to fly is mostly
  due to a mental mutation.
  Mutations: aberrant form (xenomorphism),
  gigantism, psionic flight, quickness
  Black Water
  No. Enc.
  6d8 (6d8)
  Alignment
  Neutral
  Movement
  Swim: 180' (60')
  AC
  5
  HD
  8
  Attacks
  mutation
  Damage
  as vampiric field
  Save
  L4
  Morale
  7
  Hoard Class
  none
  Parent
  Marine Wasp
  Black water are so named because they
  suck the life out of the ocean via a
  cloud of dark energy. Everything that
  comes within 50' of an individual black
  water is affected as per a vampiric field.
  These insects live in huge packs that
  are spread out. The dominant members get
  a position in the front, where the most
  food is found, but die from other preda-
  tors often enough that the hierarchy is
  always changing.
  Mutations:  
  a b e r r a n t  
  f o r m
  (xenomorphism), gigantism, quickness,
  vampiric field
  Green Water
  No. Enc.
  25d8 (25d8)
  Alignment
  Neutral
  Movement
  Swim: 30' (10')
  AC
  7
  HD
  12
  Attacks
  1 (bite)
  Damage
  d6
  Save
  L6
  Morale
  4
  Hoard Class
  none
  Parent
  Marine Wasp
  Massive, fat, slow and bright green,
  green water live in schools that make
  black water packs seem tiny. They do
  feed on fish and filter plankton to gain
  nutrients the water cannot provide, but
  are mostly harmless to boats. They are
  considered acceptable eating by most
  humanoids but must be prepared correctly
  
  Creatures of the wastelands
  42
  42
  42
  42
  42
  or the eater suffers a class 6 poison.
  M u t a t i o n s :  
  a b e r r a n t  
  f o r m
  (xenomorphism), epidermal photosynthe-
  sis, gigantism, obese, toxic weapon
  Siren
  No. Enc.
  1 (1)
  Alignment
  Neutral
  Movement
  Swim: 180' (60')
  AC
  5
  HD
  8
  Attacks
  1 (bite)
  Damage
  d8
  Save
  L4
  Morale
  8
  Hoard Class
  none
  Parent
  Marine Wasp
  So named because of the haunting calls
  they use to draw prey to themselves,
  sirens can be a serious hazard to coastal
  communities. The range of their call is
  two miles and affects everyone with less
  than 6 HD that fails a save versus poi-
  son. Many drown before they even reach
  the calling siren. When a siren finds
  some suitable prey, it then uses a loud
  howl to stun it and its mandibles to
  make a quick kill.
  Mutations:  
  a b e r r a n t  
  f o r m
  (xenomorphism), fragrance development,
  gigantism, quickness, shriek
  Mutant Killer
  No. Enc.
  1 (6d4)
  Alignment
  Neutral
  Movement
  210' (70')
  AC
  5
  HD
  16
  Attacks
  1 (bite)
  Damage
  3d4
  Save
  L8
  Morale
  9
  Hoard Class
  none
  Parent
  Mite
  The larvae of the mutant killer produces
  a drug that strips away mutations perma-
  nently (ala the ancestral form mental
  mutation). This makes them very valu-
  able to three groups of people — mutant
  haters, hunters, and farmers. Hunters
  use the drug to weaken plants and ani-
  mals and make edible the meat of toxic
  species and farmers keep their crops and
  livestock from becoming monsters.
  Mutations:  
  a b e r r a n t  
  f o r m
  (xenomorphism, extra body parts), an-
  cestral form, blindness, gigantism,
  unique sense
  Tunnel Runner
  No. Enc.
  1 (2d4)
  Alignment
  Neutral
  Movement
  180' (60')
  AC
  4
  HD
  12
  Attacks
  1 (bite)
  Damage
  2d4
  Save
  L6
  Morale
  7
  Hoard Class
  none
  Parent
  Mite
  Tunnel runners are somewhat smaller than
  mites and can fit into amazingly small
  holes and cracks. They tend to lair and
  travel deeper into ruins than mites and
  great wasps.
  Mutations: aberrant form (xenomorphism,
  extra body parts), flexible skeleton
  (new), gigantism, increased dexterity,
  unique sense
  Stonecracker
  No. Enc.
  2d6 (3d6)
  Alignment
  Neutral
  Movement
  150' (50')
  AC
  5
  HD
  5
  Attacks
  1 (bite)
  Damage
  2d8
  Save
  L3
  Morale
  11
  Hoard Class
  VI for nest
  Parent
  Stone Crusher
  These insects use an ability to change
  size to suprise prey. Stonecrackers stay
  small, between 1/8th and 1/4th their
  normal size, unless they are about to
  
  mutational evolution
  43
  43
  43
  43
  43
  make a kill or need to break up a very
  hard wall or floor.
  Mutations:  
  a b e r r a n t  
  f o r m
  (xenomorphism), density alteration, gi-
  gantism, thermal vision
  Hidden Wasp
  No. Enc.
  1 (1)
  Alignment
  Neutral
  Movement
  120' (40')
  AC
  5
  HD
  5
  Attacks
  1 (sting)
  Damage
  d4
  Save
  L2
  Morale
  4
  Hoard Class
  none
  Parent
  Spiny Wasp
  Two mutations make this insect differ-
  ent from its parent — the ability to
  turn invisible and a strong immune sys-
  tem. The latter drove out the fungal
  symbiont and it is only the former that
  keeps it alive. Its mouth is so weak
  that it can eat only carrion and very
  rotten wood. It still has its sting,
  with a class 5 poison, for defense, but
  has lost so much aggression that it rarely
  uses it.
  Mutations:  
  a b e r r a n t  
  f o r m
  (xenomorphism), control light waves,
  gigantism, increased immunity, toxic weapon
  Blob Wasp
  No. Enc.
  1 (1)
  Alignment
  Neutral
  Movement
  60' (20')
  AC
  8
  HD
  10
  Attacks
  2 (fungal tentacles)
  Damage
  d8/d8
  Save
  L5
  Morale
  8
  Hoard Class
  none
  Parent
  Spiny Wasp
  In this decendent of the spiny wasp, the
  fungal symbiont has overwhelmed the ma-
  jority of the insect. It is now a mass
  of mycelium with a few bits of wasp,
  mostly the head and thorax. There are
  two 10' long tentacles that emerge from
  the mass above the head and are used
  both for killing prey and ingesting it.
  M u t a t i o n s :  
  a b e r r a n t  
  f o r m
  (xenomorphism, natural weapons), cling-
  ing skin (new), gigantism
  Generation 7
  Vampire Wasp
  No. Enc.
  1 (3d6)
  Alignment
  Neutral
  Movement
  180' (60')
  AC
  5
  HD
  5
  Attacks
  1 or 1 (bite or sting)
  Damage
  d6 or d4
  Save
  L3
  Morale
  8
  Hoard Class
  VI for nest
  Parent
  Hidden Wasp
  The vampire wasp has a bug like beak to
  drain bodily fluids from its prey, doing
  d4 points of damage per round after a
  successful hit. Solitary on the hunt, it
  has regained some social behavior and
  creates a communal nest — a place where
  unrelated wasps live in groups. It is a
  terror to the communities it plagues
  because it is always invisible, even
  after death. The sting produces a class
  11 toxin, which paralyzes prey so that
  the draining process is easier.
  Mutations:  
  a b e r r a n t  
  f o r m
  (xenomorphism, natural weapon), control
  light waves, gigantism, hollow fangs,
  increased immunity, quickness, toxic weapon
  Hidden Grazer
  No. Enc.
  2d4 (4d4)
  Alignment
  Neutral
  Movement
  120' (40')
  AC
  5
  HD
  9
  Attacks
  1 (bite)
  Damage
  d6
  Save
  L5
  Morale
  6
  Hoard Class
  none
  Parent
  Hidden Wasp
  
  Creatures of the wastelands
  44
  44
  44
  44
  44
  “Invisible cows” is perhaps the best way
  to describe these insects. They are
  larger than hidden wasps, at 8' long,
  and have large crushing mandibles that
  they use for eating trees and other tough
  plants. They no longer have a sting and
  rely entirely on their invisible nature
  and bite for defense.
  Mutations: aberrant form (xenomorphism,
  enlarged parts), control light, gigan-
  tism, increased immunity
  Wasp-Fly
  No. Enc.
  d4 (2d4)
  Alignment
  Neutral
  Movement
  120' (40')
  AC
  5
  HD
  4
  Attacks
  1 (sting)
  Damage
  d4
  Save
  L2
  Morale
  11
  Hoard Class
  VI (times 2) for nest
  Parent
  Hidden Wasp
  Hidden flies are so named because the
  wasp can alter itself into the form of a
  giant carnivorous fly (see Mutant Fu-
  ture). They use that form both to move
  around via flight and to find prey. Hid-
  den flies use their bite in fly form or
  sting in wasp form, depending on the
  strength of the would-be victim.
  Mutations: aberrant form (xenomorphism),
  gigantism, increased immunity, metamorph,
  toxic weapon
  Ash Eater
  No. Enc.
  1 (1)
  Alignment
  Neutral
  Movement
  60' (20')
  AC
  5
  HD
  5
  Attacks
  1 or 1 (fire or sting)
  Damage
  3d6 or d4
  Save
  L3
  Morale
  10
  Hoard Class
  none
  Parent
  Hidden Wasp
  These insects still have weak jaws but
  have mutated a way around them — by
  burning all of their food to ash. They
  produce gouts of flame 50' long and use
  it on everything that might be edible.
  Because they are invisible, this can be
  quite disconcerning to those viewing the
  wasps’ actions.
  Mutations: aberrant form (xenomorphism),
  control light, energy ray, gigantism,
  increased immunity, toxic weapon
  Blinker
  No. Enc.
  8d10 (8d10)
  Alignment
  Neutral
  Movement
  Swim: 120'
  Fly: 60'
  AC
  8
  HD
  1/2
  Attacks
  1 (bite)
  Damage
  d4
  Save
  L0
  Morale
  9
  Hoard Class
  none
  Parent
  Wave Rider
  These 1' squid-like insects are covered
  with 4d4 eyes. Found in large schools,
  some people find them edible and a worth-
  while species for the net. Like wave
  riders, blinkers cannot breathe air and
  only stay above the surface for short
  periods, usually while trying to escape
  from predators or trying to catch birds.
  Mutations: aberrant form (xenomorphism,
  extra body parts), dwarfism, psionic
  flight, quickness
  
  mutational evolution
  45
  45
  45
  45
  45
  Night Raider
  No. Enc.
  1 (1)
  Alignment
  Neutral
  Movement
  Swim: 150' (50')
  Fly: 120' (40')
  AC
  5
  HD
  3
  Attacks
  1 (bite)
  Damage
  d6
  Save
  L2
  Morale
  9
  Hoard Class
  none
  Parent
  Wave Rider
  Where shore raiders attack plants along
  freshwater bodies, night raiders are
  marine and hunt animals. They have very
  thick skin and the fungus has remutated
  their ability to breathe air, both of
  which allow the raiders to leave the
  water for up to four hours while hunt-
  ing. They are nocturnal and have very
  good sight due to their large eyes. Very
  little escapes their notice, although
  they do not attack animals much larger
  than themselves.
  Mutations: aberrant form (xenomorphism),
  gigantism, natural armor, night vision,
  psionic flight, quickness
  Jelly Wasp
  No. Enc.
  d4 (d4)
  Alignment
  Neutral
  Movement
  Swim: 60' (20')
  AC
  9
  HD
  1
  Attacks
  1 (bite)
  Damage
  1 point
  Save
  L0
  Morale
  4
  Hoard Class
  none
  Parent
  Wave Rider
  The loss of the exoskeleton has crippled
  this insect/fungus aggregate. It cannot
  fly — at least without falling apart —
  swims very slowly, and only eats what
  small fish and other animals blunder
  into it. It is a favored food of turtles
  and some fish.
  Mutations: aberrant form (xenomorphism),
  frailty, gigantism
  Green Wave
  No. Enc.
  4d4 (4d4)
  Alignment
  Neutral
  Movement
  Swim: 150' (50')
  Fly: 90' (30')
  AC
  6
  HD
  9
  Attacks
  1 (bite)
  Damage
  d8
  Save
  L5
  Morale
  8
  Hoard Class
  none
  Parent
  Wave Rider and Green Water
  This hybrid between the wave rider and
  green water has gained the best from
  both parent species. It is 20' long with
  bright green skin, has four fins that
  act as gliding wings, and moves much
  faster than the green water. Green waves
  are found far out to sea, usually hunt-
  ing near island chains.
  Mutations: aberrant form (xenomorphism),
  epidermal photosynthesis, gigantism,
  psionic flight, quickness
  
  Creatures of the wastelands
  46
  46
  46
  46
  46
  Adhesive Sap
  The mutant plant can spray “blood” that
  acts as superglue. The range is 10' and
  only affects on target. Anything at-
  tacked must save versus energy attacks
  or be covered in this sap. To forcibly
  remove an object like a weapon, the vic-
  tim must make a save versus poison and
  if successful, takes 2d4 points of dam-
  age. Helmits and armor are special cases
  that inflict more damage and possible
  scarring.
  Clinging Skin (D)
  The mutant leaves bits of skin on all
  the surfaces he touches. This makes him
  easy to track and miserable in social
  situations.
  Drink Humidity
  The mutant does not need to consume liq-
  uid water as long as there is enough
  humidity. This only works in foggy ar-
  eas, tropical rain forests and, possi-
  bly, near large bodies of water.
  mutations
  Following are a half-dozen mutations that originally appeared in the Skirmisher
  Publishing LLC book Creatures of the Wastelands. They are applied to various
  creatures in this book and are reprinted here for the convenience of the reader.
  Flexible Skeleton
  The mutant can fit through any hole that
  he can move his head through.
  Scent Tag
  The mutant can inflict the prey scent
  drawback on others by contact. The ef-
  fect lasts 2d4 hours.
  Sticky Hairs
  The mutant has an attack that causes the
  target to be covered with small, inter-
  locking hairs. They are so painfully
  annoying that the victim must save ver-
  sus poison or take 2 rounds pulling the
  hair off.
  Webbing
  The mutant produces silk in a similar
  manner to a caterpillar (i.e. from the
  mouth). 25' of rope or one small crea-
  ture can be trapped by the amount pro-
  duced in one day. The webbing decays in
  3 months.
  
  mutational evolution
  47
  47
  47
  47
  47
  poison and radiation tables
  Poison Class Table
  Roll
  d00
  Class
  Fail Save Effects
  Save Effects
  01-13
  1
  1d6 damage
  Negates effect
  14-23
  2
  2d6 damage
  Half damage
  24-33
  3
  3d6 damage
  Half damage
  34-43
  4
  4d6 damage
  Half damage
  44-53
  5
  5d6 damage
  Half damage
  54-63
  6
  6d6 damage
  Half damage
  64-73
  7
  7d6 damage
  Half damage
  74-83
  8
  8d6 damage
  Half damage
  84-87
  9
  Sleep 2d4 rounds
  Negates effect
  88-89
   10
  Paralysis 1d6 rounds
  Negates effect
  90-91
   11
  Paralysis 2d6 rounds
  Movement half for 1d6 rounds
  92
   12
  Death
  1d6 damage
  93
   13
  Death
  2d6 damage
  94
   14
  Death
  3d6 damage
  95
   15
  Death
  4d6 damage
  96
   16
  Death
  5d6 damage
  97
   17
  Death
  7d6 damage
  98
   18
  Death
  8d6 damage
  99
   19
  Death
  Paralysis 2d6 rounds
  00
   20
  Death
  Lose 1d6 CON (permanent)
  Radiation Class Table
  Roll
  d10
  Class
  Fail Save Effects
  Save Effects
  1
  1
  1d6 damage
  None
  2
  2
  2d6 damage
  Half damage
  3
  3
  3d6 damage
  Half damage
  4
  4
  4d6 damage
  Half damage
  5
  5
  5d6 damage
  Half damage
  6
  6
  6d6 damage
  Half damage
  7
  7
  7d6 damage
  Half damage
  8
  8
  8d6 damage
  Half damage
  9
  9
  9d6 damage
  Half damage
  10
   10
  10d6 damage
  Half damage
  
  Creatures of the wastelands
  48
  48
  48
  48
  48
  House Sparrow Family Tree
  
  mutational evolution
  49
  49
  49
  49
  49
  Stinging Nettle
  Family Tree
  
  Creatures of the wastelands
  50
  50
  50
  50
  50
  Feather Shrub
   Family Tree
  
  mutational evolution
  51
  51
  51
  51
  51
  Giant
  Yellowjacket
  Family Tree
  
  Creatures of the wastelands
  54
  54
  54
  54
  54
  Open Game License Version 1.0a
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  necessary to make it enforceable.
  15. COPYRIGHT NOTICE: Open Game License v 1.0 Copyright
  2000, Wizards of the Coast, Inc. System Reference Document Copy-
  right 2000-2003, Wizards of the Coast, Inc.; authors Jonathan Tweet,
  Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan,
  Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid,
  James Wyatt, based on original material by E. Gary Gygax and
  Dave Arneson. Modern System Reference Document Copyright
  2002-2004, Wizards of the Coast, Inc.; authors Bill Slavicsek, Jeff
  Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan,
  Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based
  on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard
  Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins,
  and JD Wiker. Rot Grub from the Tome of Horrors, Copyright 2002,
  Necromancer Games, Inc.; authors Scott Greene and Clark Peter-
  son, based on original material by Gary Gygax Labyrinth LordTM
  Copyright 2007, Daniel Proctor. Author Daniel Proctor. Darwin’s World
  Copyright 2002, RPGObjects; authors Dominic Covey and Chris
  Davis. Mutant FutureTM Copyright 2008, Daniel Proctor and Ryan
  Denison; authors Daniel Proctor and Ryan Denison. Creatures of
  the Wastelands: Mutational Evolution Copyright 2009 by Skirmisher
  Publishing LLC.
  
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  reatures of the Wastelands: Mutational Evolution is a
  guide to developing a more vibrant post-apocalyptic
  campaign setting by constructing families of related
  mutants, and is full of both suggestions and examples of how
  Game Masters can accomplish this. Mutational Evolution is
  fully compatible with Mutant Future, as well as Labyrinth
  Lord and other games that use the familiar and easy-to-use
  “Basic D&D” rules introduced in the 1980s. This book includes:
  * A Foreword by Mutant Future role-playing game creator
  Daniel Proctor.
  * Four different sample families of mutants — including the
  House Sparrows, Stinging Nettles, Feather Shrubs, and Giant
  Yellowjackets —  that trace their mutational evolution through
  as many as seven different generations of mutation and which
  can serve as templates for Game Masters wishing to create
  their own families of mutants.
  * More than 100 new creatures within the four families,
  including the Ruin Dweller house sparrow, a selection of
  Stinging Nettles for every environment, the martial Green
  Warrior feather shrub, and some of the most bizarre outcomes
  of yellowjacket mutational evolution conceivable.
  * A how-to section of essays explaining how to implement the
  processes used to create the sample families and monsters
  for other creatures and settings of the Game Master’s own
  choosing.
  * Several new mutations associated with the creatures presented
  in this book.
  * Detailed family trees that show the relationships between
  the members of the four sample families that can serve as
  examples for Games Masters who opt to create their own
  families of mutants.
  * Original illustrations by fantasy artist Dragan Ciric.
  This book is fully bookmarked and designed to be printer-
  friendly and easy-to-use and includes low-resolution screen-
  friendly and high-resolution printer-friendly versions of
  both its cover surfaces and its interior pages.
  C
  CC
  CC
  reatures of the Wastelands: Mutational Evolution is a
  guide to developing a more vibrant post-apocalyptic
  campaign setting by constructing families of related
  mutants, and is full of both suggestions and examples of how
  Game Masters can accomplish this. Mutational Evolution is
  fully compatible with Mutant Future, as well as Labyrinth
  Lord and other games that use the familiar and easy-to-use
  “Basic D&D” rules introduced in the 1980s. This book includes:
  * A Foreword by Mutant Future role-playing game creator
  Daniel Proctor.
  * Four different sample families of mutants — including the
  House Sparrows, Stinging Nettles, Feather Shrubs, and Giant
  Yellowjackets —  that trace their mutational evolution through
  as many as seven different generations of mutation and which
  can serve as templates for Game Masters wishing to create
  their own families of mutants.
  * More than 100 new creatures within the four families,
  including the Ruin Dweller house sparrow, a selection of
  Stinging Nettles for every environment, the martial Green
  Warrior feather shrub, and some of the most bizarre outcomes
  of yellowjacket mutational evolution conceivable.
  * A how-to section of essays explaining how to implement the
  processes used to create the sample families and monsters
  for other creatures and settings of the Game Master’s own
  choosing.
  * Several new mutations associated with the creatures presented
  in this book.
  * Detailed family trees that show the relationships between
  the members of the four sample families that can serve as
  examples for Games Masters who opt to create their own
  families of mutants.
  * Original illustrations by fantasy artist Dragan Ciric.
  This book is fully bookmarked and designed to be printer-
  friendly and easy-to-use and includes low-resolution screen-
  friendly and high-resolution printer-friendly versions of
  both its cover surfaces and its interior pages.
  C
  CC
  CC
  reatures of the Wastelands: Mutational Evolution is a
  guide to developing a more vibrant post-apocalyptic
  campaign setting by constructing families of related
  mutants, and is full of both suggestions and examples of how
  Game Masters can accomplish this. Mutational Evolution is
  fully compatible with Mutant Future, as well as Labyrinth
  Lord and other games that use the familiar and easy-to-use
  “Basic D&D” rules introduced in the 1980s. This book includes:
  * A Foreword by Mutant Future role-playing game creator
  Daniel Proctor.
  * Four different sample families of mutants — including the
  House Sparrows, Stinging Nettles, Feather Shrubs, and Giant
  Yellowjackets —  that trace their mutational evolution through
  as many as seven different generations of mutation and which
  can serve as templates for Game Masters wishing to create
  their own families of mutants.
  * More than 100 new creatures within the four families,
  including the Ruin Dweller house sparrow, a selection of
  Stinging Nettles for every environment, the martial Green
  Warrior feather shrub, and some of the most bizarre outcomes
  of yellowjacket mutational evolution conceivable.
  * A how-to section of essays explaining how to implement the
  processes used to create the sample families and monsters
  for other creatures and settings of the Game Master’s own
  choosing.
  * Several new mutations associated with the creatures presented
  in this book.
  * Detailed family trees that show the relationships between
  the members of the four sample families that can serve as
  examples for Games Masters who opt to create their own
  families of mutants.
  * Original illustrations by fantasy artist Dragan Ciric.
  This book is fully bookmarked and designed to be printer-
  friendly and easy-to-use and includes low-resolution screen-
  friendly and high-resolution printer-friendly versions of
  both its cover surfaces and its interior pages.
  
SOURCE: textdata/thevault/Bestiaries/Mutant Future - Creatures of the Wastelands - Mutational Evolution.pdf