Gamma Five Bestiary
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Transcript of Gamma Five Bestiary
a free fanmade Bestiary conversion for DUngeons and Dragons 5e
written by
Emanuele Galletto
Original Gamma worlD seTting by
James M. Ward and Gary Jaquet
RuLes conversion parTially based on
Omega World, by Jonathan Tweet, Polyhedron Magazine #153
Wizards of the Coast’s D&D Gamma World line, by Richard Baker, Bruce R. Cordell and Robert J. Schwalb
Disclaimer
I do not own any rights on Gamma World, Dungeons and Dragons, or any of the creatures and/or characters, places and rules in this document. This PDF is and will always be available for FREE,
and is nothing but a personal tribute to a great setting and a great rules system.
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TabLe of coNTeNTs
CHAPTER or SECTION PAGE__
✇ GAMMA FIVE BESTIARY -‐ Android, Thinker -‐ Android, Warrior -‐ Android, Worker -‐ Ark, Warhound -‐ Ark, Warmaster -‐ Arn -‐ Badder, Scout -‐ Badder, Warren Chief -‐ Blaash -‐ Blight -‐ Blood Bird -‐ Blood Bird, Swarm -‐ Brutorz -‐ Dabber -‐ Fen -‐ Gallus Gallus, Enforcer -‐ Gallus Gallus, Sentinel -‐ Gren -‐ Herp -‐ Hoop, Soldier -‐ Hoop, Warchief -‐ Hopper -‐ Horl Choo -‐ Kai Lin -‐ Menarl -‐ Narl Ep -‐ Obb -‐ Orlen -‐ Parn -‐ Pineto -‐ Podog -‐ Poong -‐ Porker, Biker -‐ Porker, Marauder -‐ Security Drone -‐ Serf -‐ Sep -‐ Sleeth -‐ Soul Besh -‐ Yexil -‐ Zombie, Lurker -‐ Zombie, Plaguebearer -‐ Zombie, Radioactive
PAGE 3 PAGE 3 PAGE 4 PAGE 4 PAGE 5 PAGE 5 PAGE 6 PAGE 7 PAGE 7 PAGE 8 PAGE 9
PAGE 10 PAGE 10 PAGE 11 PAGE 12 PAGE 13 PAGE 14 PAGE 14 PAGE 15 PAGE 16 PAGE 17 PAGE 17 PAGE 18 PAGE 19 PAGE 20 PAGE 21 PAGE 22 PAGE 23 PAGE 24 PAGE 25 PAGE 26 PAGE 27 PAGE 28 PAGE 29 PAGE 29 PAGE 30 PAGE 31 PAGE 32 PAGE 33 PAGE 34 PAGE 36 PAGE 37 PAGE 37 PAGE 38
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Gamma five besTiary Here you can find the statistics and description for monsters in Gamma World.
anDroids What stands before you is not a human… in fact, you’re pretty sure its purpose is to replace us meatbags. For good. Androids are thinking machines that bear a lot of resemblance (at least physically) to the Ancients. For some reasons, scientists of the past thought it would be a great idea to engineer their own replacements. ANDROID, THINKER Medium Construct (robot) Armor Class: 15 (natural armor) Hit Points: 104 (16d8 + 32) Speed: 30 ft. Ability Scores: Str 16 (+3); Dex 14 (+2); Con 14 (+2); Int 20 (+5); Wis 16 (+3); Cha 14 (+2) Saving Throws: Int +8, Wis +6, Cha +5 Damage Resistances: Cold, fire Damage Immunities: Necrotic, poison, radiation Condition Immunities: Blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned Skills: Perception +6, Science +8 Senses: Darkvision 60 ft.; Passive Perception 16 Challenge 6 (2.300 XP) Traits: ✇ Auxiliary Generator. When reduced to 0 hit points, the thinker rolls a d20. On a 10 or more, the thinker is
reduced to 20 hit points instead. ✇ One Mind. As long as they are within 60 ft. of it, all robot allies of the thinker have advantage on Intelligence,
Wisdom and Charisma saving throws. Actions: ✇ Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. ✇ Laser Field. All creatures in a 45-‐foot cube originating from the thinker must make a DC 16 Dexterity saving
throw to avoid taking 22 (4d10) laser damage. Bonus Actions: ✇ Brain Bolt. Ranged Weapon Attack: +5 to hit, reach 60 ft., one target. Hit: 10 (3d6) psychic damage.
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ANDROID, WARRIOR Medium Construct (robot) Armor Class: 18 (natural armor) Hit Points: 75 (10d8 + 30) Speed: 30 ft. Ability Scores: Str 19 (+4); Dex 18 (+4); Con 16 (+3); Int 10 (+0); Wis 16 (+3); Cha 8 (-‐1) Damage Resistances: Cold, fire Damage Immunities: Necrotic, poison, radiation Condition Immunities: Blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned Skills: Perception +5, Science +2 Senses: Darkvision 60 ft.; Passive Perception 15 Challenge 4 (1.100 XP) Traits: ✇ Auxiliary Generator. When reduced to 0 hit points, the warrior rolls a d20. On a 10 or more, the warrior is
reduced to 10 hit points instead. Actions: ✇ Multiattack. The warrior makes two slam attacks. ✇ Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. ✇ Shotgun. Ranged Weapon Attack: +6 to hit, range 30 ft./60 ft., one target. Hit: 14 (3d6 + 4) bludgeoning and
piercing damage. ANDROID, WORKER Medium Construct (robot) Armor Class: 12 (natural armor) Hit Points: 39 (6d8 + 12) Speed: 30 ft. Ability Scores: Str 16 (+3); Dex 12 (+1); Con 14 (+2); Int 8 (-‐1); Wis 10 (+0); Cha 6 (-‐2) Damage Resistances: Cold, fire Damage Immunities: Necrotic, poison, radiation Condition Immunities: Blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned Senses: Darkvision 60 ft.; Passive Perception 10 Challenge 1 (200 XP) Traits: ✇ Auxiliary Generator. When reduced to 0 hit points, the worker rolls a d20. On a 10 or more, the worker is
reduced to 5 hit points instead. Actions: ✇ Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
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ark This ferocious humanoid resembles a bipedal dog wearing armor made of scraps and wielding a vicious weapon. Far from being man’s best friend, arks are mutated humanoid dogs. Quite intelligent, they live in tribes ruled by the strongest fighter. They have an unnatural fear of winged and flying creatures. ARK, WARHOUND Medium Humanoid (mutant) Armor Class: 18 (medium armor, shield) Hit Points: 52 (8d8 + 16) Speed: 40 ft. Ability Scores: Str 17 (+3); Dex 14 (+2); Con 14 (+2); Int 9 (-‐1); Wis 12 (+1); Cha 11 (+0) Saving Throws: Str +5, Con +4 Skills: Perception +3, Stealth +4 Senses: Darkvision 60 ft.; Passive Perception 13 Challenge 3 (700 XP) Traits: ✇ Absorb Life. Whenever an enemy of the warhound within 5 ft. of it is reduced to 0 hit points or dies, the
warhound regains 5 hit points. ✇ Brute. When the warhound hits a target with a melee attack, the attack deals one extra die of the weapon’s
damage to the target (included below). ✇ Fear of Fliers. The warhound has disadvantage on attack rolls against flying creatures. Actions: ✇ Multiattack. The warhound makes one axe attack and one bite attack. ✇ Axe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. ✇ Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 3) piercing damage. ARK, WARMASTER Medium Humanoid (mutant) Armor Class: 16 (medium armor, shield) Hit Points: 90 (12d8 + 36) Speed: 40 ft. Ability Scores: Str 18 (+4); Dex 14 (+2); Con 16 (+3); Int 9 (-‐1); Wis 12 (+1); Cha 14 (+2) Saving Throws: Str +7, Con +6 Skills: Perception +4, Stealth +5 Senses: Darkvision 60 ft.; Passive Perception 14 Challenge 5 (1.800 XP) Traits: ✇ Absorb Life. Whenever an enemy of the warmaster within 5 ft. of it is reduced to 0 hit points or dies, the
warmaster regains 10 hit points. ✇ Brute. When the warmaster hits a target with a melee attack, the attack deals one extra die of the weapon’s
damage to the target (included below). ✇ Fear of Fliers. The warmaster has disadvantage on attack rolls against flying creatures. ✇ Leader. Friendly creatures that can see or hear the warmaster and are within 30 feet of it gain a +2 bonus to
attack and damage rolls. Actions: ✇ Multiattack. The warmaster makes two chain attacks and one bite attack. ✇ Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 4) piercing damage. ✇ Chain. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.
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arn A glittering, beautiful dragonfly flies towards you. However, it’s five feet long and snapping its vicious mandibles at your face. Arns are ferocious overgrown insects that prey on any creature they are able to catch. Usually, they knock their target to the ground and then bite it viciously. ARN Medium Beast Armor Class: 14 (natural armor) Hit Points: 27 (5d8 + 5) Speed: 20 ft., fly 40 ft. Ability Scores: Str 14 (+2); Dex 18 (+4); Con 12 (+1); Int 2 (-‐4); Wis 14 (+2); Cha 8 (-‐1) Skills: Perception +3, Stealth +6 Senses: Darkvision 60 ft.; Passive Perception 14 Challenge 1 (200 XP) Traits: ✇ All-‐Around Vision. The arn’s field of vision extends for 360 degrees. ✇ Swoop. The arn doesn’t provoke opportunity attacks when it flies out of a hostile creature’s reach. Actions: ✇ Multiattack. The arn makes two bite attacks, or one knockdown hit attack and one bite attack. ✇ Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. ✇ Knockdown Hit. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 2) bludgeoning damage
and the target is knocked prone.
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BaDDer The eyes of this 5-‐foot-‐tall intelligent humanoid badger shine with cruelty. Badders are mutant badgers. They are intelligent, but destructive and cruel. They live in underground warrens, and use scavenged weapons, including firearms. BADDER, SCOUT Medium Humanoid (mutant) Armor Class: 15 (light armor) Hit Points: 11 (2d8 + 2) Speed: 25 ft., burrow 10 ft. Ability Scores: Str 14 (+2); Dex 16 (+3); Con 13 (+1); Int 10 (+0); Wis 12 (+1); Cha 13 (+1) Skills: Perception +3, Survival +3 Senses: Darkvision 60 ft.; Passive Perception 13 Challenge 1/2 (100 XP) Actions: ✇ Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. ✇ Scavenged Handgun. Ranged Weapon Attack: +5 to hit, range 20 ft./60 ft., one target. Hit: 10 (2d6 + 3)
bludgeoning and piercing damage. BADDER, WARREN CHIEF Medium Humanoid (mutant) Armor Class: 15 (light armor) Hit Points: 27 (5d8 + 5) Speed: 25 ft., burrow 10 ft. Ability Scores: Str 16 (+3); Dex 16 (+3); Con 13 (+1); Int 12 (+1); Wis 12 (+1); Cha 14 (+2) Skills: Perception +3, Survival +3 Senses: Darkvision 60 ft.; Passive Perception 13 Challenge 1 (200 XP) Traits: ✇ Leader. Friendly creatures that can see or hear the warren chief and are within 30 feet of it gain a +2 bonus to
attack and damage rolls. Actions: ✇ Flail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. ✇ Scavenged Heavy Gun. Ranged Weapon Attack: +5 to hit, range 40 ft./120 ft., one target. Hit: 14 (2d10 + 3)
bludgeoning and piercing damage.
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BLaash This enormous moth emits beams of green radiation. Blaashes (also known as Gamma Moths) are giant carnivorous moths. They are attracted by light and attack with precise beams of radiation. BLAASH Small Beast Armor Class: 15 (natural armor) Hit Points: 42 (8d6 + 16) Speed: 10 ft., fly 40 ft. Ability Scores: Str 12 (+1); Dex 18 (+4); Con 15 (+2); Int 3 (-‐4); Wis 14 (+2); Cha 9 (-‐1) Damage Immunities: Radiation Skills: Perception +4 Senses: Blindsight 60 ft.; Passive Perception 14 Challenge 2 (450 XP) Traits: ✇ Radioactive Glow (Aura). Living creatures within 5 feet of the blaash gain vulnerability to radiation damage. Actions: ✇ Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage. ✇ Radiation Beam. Ranged Weapon Attack: +7 to hit, range 10 ft./20 ft., one target. Hit: 9 (1d8 + 4) radiation
damage. ✇ Radiation Burst (recharge on a 4, 5 or 6). All creatures in a 25-‐foot cube originating from the blaash must make
a DC 12 Constitution check. On a failed save, a creature takes 11 (2d6 + 4) radiation damage. On a successful save, a creature only takes half damage from the attack.
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bLighT The air shifts. Where nothing stood before, now you can see a hulking wormlike creature with insect wings. The Blight, or Cloud Worm, is a giant flying worm with the ability to turn invisible. It strikes from above and drags its prey in the sky to devour it. When a blight appears, the air ripples with blinding light. BLIGHT Large Beast (extraterrestrial) Armor Class: 14 (natural armor) Hit Points: 59 (7d10 + 21) Speed: 30 ft., fly 30 ft. Ability Scores: Str 16 (+3); Dex 16 (+3); Con 16 (+3); Int 7 (-‐2); Wis 12 (+1); Cha 10 (+0) Damage Resistances: Fire, radiation, sonic Skills: Perception +3 Senses: Darkvision 60 ft.; Passive Perception 13 Challenge 4 (1.100 XP) Traits: ✇ Light Bending. The blight is normally invisible. When it attacks, it becomes visible for 1 round. ✇ Surprise Attack. If the blight surprises a creature and hits it with an attack during the first round of combat, the
target takes an extra 10 (3d6) damage from the attack. Actions: ✇ Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. ✇ Blinding Spark (recharge on a 6). All creatures able to see the Blight and within 20 ft. of it must succeed on a DC
13 Dexterity saving throw or be blinded for 1 round.
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BLood Bird A scarlet-‐feathered bird flies in circles above you, with a hungry look in its eyes. Blood birds are beautiful and deadly. They lure prey with their cheerful singing and colorful plumage, then viciously attack in a flurry of bites and radiation. BLOOD BIRD Tiny Beast Armor Class: 14 Hit Points: 7 (3d4) Speed: 5 ft., fly 40 ft. Ability Scores: Str 10 (+0); Dex 18 (+4); Con 10 (+0); Int 2 (-‐4); Wis 14 (+2); Cha 3 (-‐4) Damage Immunities: Psychic, radiation Skills: Perception +4 Senses: Low-‐light vision; Passive Perception 14 Challenge 1/4 (50 XP) Traits: ✇ Radioactive Glow (Aura). Living creatures within 5 feet of the blood bird gain vulnerability to radiation damage. Actions: ✇ Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 5 (2d4) radiation
damage. BLOOD BIRD, SWARM Medium Swarm of Tiny Beasts Armor Class: 14 Hit Points: 36 (8d8) Speed: 5 ft., fly 40 ft. Ability Scores: Str 10 (+0); Dex 18 (+4); Con 10 (+0); Int 2 (-‐4); Wis 14 (+2); Cha 3 (-‐4) Damage Resistances: Bludgeoning, piercing, slashing Damage Immunities: Psychic, radiation Condition Immunities: Charmed, frightened, paralyzed, petrified, prone, restrained, stunned Skills: Perception +4 Senses: Low-‐light vision; Passive Perception 14 Challenge 2 (450 XP) Traits: ✇ Radioactive Glow (Aura). Living creatures within 5 feet of the swarm gain vulnerability to radiation damage. ✇ Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any
opening large enough for a Tiny blood bird. The swarm can’t regain hit points or gain temporary hit points. Actions: ✇ Beaks. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 5 (2d4) piercing
damage (or half as much if the swarm has 18 hit points or fewer) plus 7 (2d6) radiation damage.
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BruTorz Powerful and yet agile, this mutated horse’s eyes gleam with intellect. The brutorz are intelligent horses. Despite their bulk and size, brutorz are quick and agile. They communicate through telepathy, and are impossible to domesticate. However, sometimes a brutorz chooses a worthy rider and agrees to bear him on his back. This is an honor few have been able to claim. BRUTORZ Large Beast Armor Class: 15 (natural armor) Hit Points: 60 (8d10 + 16) Speed: 40 ft. Ability Scores: Str 20 (+5); Dex 14 (+2); Con 14 (+2); Int 3 (-‐4); Wis 12 (+2); Cha 9 (-‐1) Skills: Perception +4 Senses: Darkvision 60 ft.; Passive Perception 14 Challenge 4 (1.100 XP) Traits: ✇ Precognition. The brutorz has advantage on initiative checks. ✇ Telepathy. The brutorz can communicate telepathically with any creature within 100 feet of it. Actions: ✇ Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage. ✇ Trample. The brutorz combines its move and its action into a powerful trampling charge. It moves in a straight
line up to its speed, and can move through enemies’ spaces. All the creatures whose space the brutorz moves through must make a successful DC 12 Dexterity saving throw to avoid taking 12 (2d6 + 5) bludgeoning damage and being knocked prone.
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Dabber The bipedal raccoon, his suit filled with pieces from scavenged technology and robotic components, gives you a wide smile and points to his wares. Dabbers, also known as “brown beggars”, are mutant raccoons. They are curious and intelligent, always willing to trade and, sometimes, steal. They tend to be cowardly, avoiding fights by placing traps or using diversions to lure predators away. They also have limited telekinetic powers. DABBER Small Humanoid (mutant) Armor Class: 15 (light armor) Hit Points: 27 (5d6 + 10) Speed: 30 ft. Ability Scores: Str 10 (+0); Dex 16 (+3); Con 14 (+2); Int 14 (+2); Wis 12 (+1); Cha 14 (+2) Skills: Deception +4, Insight +3, Perception +3, Persuasion +4, Survival +3 Senses: Low-‐light vision; Passive Perception 13 Challenge 1 (200 XP) Actions: ✇ Short Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. ✇ Scavenged Handgun. Ranged Weapon Attack: +5 to hit, range 20 ft./60 ft., one target. Hit: 10 (2d6 + 3)
bludgeoning and piercing damage. Bonus Actions: ✇ Telekinetic Push. The dabber chooses a creature within 30 ft. of it. That creature must succeed on a DC 11
Constitution saving throw to avoid being pushed 5 ft. in a direction chosen by the dabber.
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feN A gaunt eel-‐faced humanoid, armed with a scavenged bladed weapon. Fen are amphibian humanoids, also known as “fish-‐folk”. They avoid contact with “drylanders” if possible, and use electrostatic jolts to incapacitate their victims. FEN Medium Humanoid (mutant) Armor Class: 15 (natural armor) Hit Points: 49 (9d8 + 9) Speed: 30 ft., swim 30 ft. Ability Scores: Str 15 (+2); Dex 18 (+4); Con 12 (+1); Int 11 (+0); Wis 12 (+1); Cha 10 (+0) Damage Resistances: Electricity, poison Damage Vulnerabilities: Fire Damage Immunities: Radiation Skills: Perception +3, Stealth +6 Senses: Darkvision 60 ft.; Passive Perception 13 Challenge 3 (700 XP) Traits: ✇ Aquatic. The fen can breathe underwater, and being underwater imposes no penalty on its attack rolls or ability
checks. ✇ Static. Whenever an attacker hits the fen with a melee attack, that attacker takes 7 (2d6) lightning damage. Actions: ✇ Bladed Weapon. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus
7 (2d6) lightning damage.
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GaLLUs GaLLUs This bipedal chicken wields a firearm in its hands. Though it has feathers, most of its body is covered in a camouflage patterned uniform. Created by a computerized factory, gallus galluses are man-‐sized chickens. They have no wings, instead sporting arms ending with three-‐fingered hands. Gallus galluses have discovered the fate of their ancestors in the factory (i.e. ending up on the dinner table), and have vowed terrible vengeance against mankind. GALLUS GALLUS, ENFORCER Large Humanoid (mutant) Armor Class: 16 (medium armor) Hit Points: 59 (7d10 + 21) Speed: 30 ft. Ability Scores: Str 18 (+4); Dex 14 (+2); Con 17 (+3); Int 11 (+0); Wis 9 (-‐1); Cha 8 (-‐1) Saving Throws: Str +6, Con +5 Damage Vulnerabilities: poison Skills: Intimidation +1 Senses: Passive Perception 9 Challenge 3 (700 XP) Traits: ✇ Poor Depth Perception. The enforcer has disadvantage on attack rolls against targets more than 20 feet away. Actions: ✇ Multiattack. The enforcer makes two machete attacks. ✇ Machete. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. GALLUS GALLUS, SENTINEL Medium Humanoid (mutant) Armor Class: 16 (light armor) Hit Points: 33 (6d8 + 6) Speed: 30 ft. Ability Scores: Str 12 (+1); Dex 18 (+4); Con 12 (+1); Int 12 (+1); Wis 10 (+0); Cha 8 (-‐1) Damage Vulnerabilities: poison Skills: Perception +2, Stealth +6, Survival +2 Senses: Passive Perception 12 Challenge 2 (450 XP) Traits: ✇ Poor Depth Perception. The sentinel has disadvantage on attack rolls against targets more than 20 feet away. Actions: ✇ Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. ✇ Security Taser. Ranged Weapon Attack: +6 to hit, range 30 ft., one target. Hit: 9 (2d4 + 4) lightning damage, and
the target must succeed on a DC 12 Constitution saving throw to avoid being paralyzed until the end of the sentinel’s next turn.
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GreN Although it looks like a human with green skin, this creature is dressed in strange clothes and wields a bow. Grens are a humanoid race from another dimension. They loathe advanced technology, and are suspicious of anyone bearing Ancient Gear. Grens usually dwell in forested areas. GREN Medium Humanoid (extradimensional) Armor Class: 16 (light armor) Hit Points: 27 (5d8 + 5) Speed: 30 ft. Ability Scores: Str 15 (+2); Dex 18 (+4); Con 12 (+1); Int 10 (+0); Wis 14 (+2); Cha 12 (+1) Skills: Perception +4, Stealth +6, Survival +4 Senses: Passive Perception 14 Challenge 1 (200 XP) Traits: ✇ Surprise Attack. If the gren surprises a creature and hits it with an attack during the first round of combat, the
target takes an extra 7 (2d6) damage from the attack. Actions: ✇ Machete. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. ✇ Longbow. Ranged Weapon Attack: +6 to hit, range 150 ft./ 600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
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herp This horrid bug has been chasing you for hours; perhaps it’s better to kill it while you have some energy left. Herps are carnivorous mutated beetle. While unable to fly, their thick carapace reflects sonic attacks. These bugs are skilled and relentless hunters, and attack spraying jets of acid. HERP Small Beast Armor Class: 16 (natural armor) Hit Points: 55 (10d6 + 20) Speed: 30 ft., climb 30 ft. Ability Scores: Str 20 (+5); Dex 16 (+3); Con 14 (+2); Int 2 (-‐4); Wis 13 (+1); Cha 6 (-‐2) Damage Resistances: Acid Damage Immunities: Thunder Skills: Perception +3, Stealth +5 Senses: Darkvision 60 ft.; Passive Perception 13 Challenge 4 (1.100 XP) Actions: ✇ Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 10 (3d6) acid
damage. ✇ Acid Spit. Ranged Weapon Attack: +5 to hit, range 60 ft./120 ft., one target. Hit: 17 (4d6 + 3) acid damage.
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Hoop An 8-‐feet tall humanoid rabbit, armed with a scavenged gun, stands before you. Hoops are mutated rabbits. They are tall, strong and cunning. Their strangest feature is probably the ability to turn metal into a rubbery material. Hoops are cruel warriors, and roam the wasteland searching for weaker creatures to enslave and torture. They prize Ancient Gear and technology above all else. HOOP, SOLDIER Medium Humanoid (mutant) Armor Class: 16 (light armor) Hit Points: 39 (6d8 + 12) Speed: 30 ft. Ability Scores: Str 17 (+3); Dex 14 (+2); Con 14 (+2); Int 12 (+1); Wis 14 (+2); Cha 10 (+0) Skills: Perception +4 Senses: Passive Perception 14 Challenge 2 (450 XP) Actions: ✇ Axe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage. ✇ Scavenged Handgun. Ranged Weapon Attack: +4 to hit, range 20 ft./60 ft., one target. Hit: 9 (2d6 + 2)
bludgeoning and piercing damage. ✇ Rubber Touch. The hoop touches a metal object within 5 ft. of it (if the object is wielded or worn by a creature,
that creature can make a DC 12 Dexterity saving throw to avoid the hoop’s touch). Once the hoop touches the object, it transforms into a rubbery substance (it loses all properties and cannot be used to make attacks).
Moves: ✇ Hop. The hoop jumps 30 ft. in any direction. This movement doesn’t provoke opportunity attacks. HOOP, WARCHIEF Medium Humanoid (mutant) Armor Class: 16 (light armor) Hit Points: 52 (8d8 + 16) Speed: 30 ft. Ability Scores: Str 18 (+4); Dex 14 (+2); Con 14 (+2); Int 14 (+2); Wis 14 (+2); Cha 14 (+2) Skills: Perception +4 Senses: Passive Perception 14 Challenge 3 (700 XP) Traits: ✇ Leader. Friendly creatures that can see or hear the warchief and are within 30 feet of it gain a +2 bonus to attack
and damage rolls. Actions: ✇ Dachi. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. ✇ Pulse Gun (recharge on a 5 or 6). Ranged Weapon Attack: +4 to hit, range 40 ft./120 ft., one target. Hit: 16 (4d6
+ 2) radiation damage. ✇ Rubber Touch. The hoop touches a metal object within 5 ft. of it (if the object is wielded or worn by a creature,
that creature can make a DC 12 Dexterity saving throw to avoid the hoop’s touch). Once the hoop touches the object, it transforms into a rubbery substance (it loses all properties and cannot be used to make attacks).
Moves: ✇ Hop. The hoop warchief jumps 30 ft. in any direction. This movement doesn’t provoke opportunity attacks.
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hopper Despite its size and fearsome horns, this giant rabbit looks incredibly shy. Hoppers, also known as jackalopes, are timid creatures. Despite their bulk, it takes nothing to scare them away. In the past, some have tried to train hoppers as mounts: bad choice, since their sudden leaps almost always end up killing the rider. HOPPER Large Beast Armor Class: 15 (natural armor) Hit Points: 52 (7d10 + 14) Speed: 40 ft. Ability Scores: Str 12 (+1); Dex 18 (+4); Con 14 (+2); Int 1 (-‐5); Wis 14 (+2); Cha 6 (-‐2) Skills: Perception +4, Stealth +6 Senses: Darkvision 60 ft.; Passive Perception 14 Challenge 3 (700 XP) (usually flees when confronted) Traits: ✇ Hard Ride. Whenever the hopper uses its hop move, the hopper’s rider (if any) must succeed on a DC 14
Dexterity (Acrobatics) check to avoid suffering 1d6 bludgeoning damage and ending up prone onto the ground within 5 feet of the hopper’s destination.
Actions: ✇ Gore. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) piercing damage. Moves: ✇ Hop. The hopper jumps 40 ft. in any direction. This movement doesn’t provoke opportunity attacks.
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HorL choo What looked like a black porcupine begins to spit digestive fluids at you. Horl choo are quite dangerous, and can inflict an agonizing death to those who get caught by a salve of their acid quills. These plants are very slow, but their attacks can reach targets at medium distance. HORL CHOO Small Plant Armor Class: 14 Hit Points: 10 (3d6) Speed: 10 ft. Ability Scores: Str 10 (+0); Dex 18 (+4); Con 10 (+0); Int 2 (-‐4); Wis 11 (+0); Cha 12 (+1) Damage Resistances: Acid, psychic Damage Vulnerabilities: Fire Skills: Perception +2 Senses: Blindsight 60 ft. (blind beyond this radius); Passive Perception 12 Challenge 1/4 (50 XP) Actions: ✇ Quill. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage. ✇ Ranged Quill. Ranged Weapon Attack: +6 to hit, range 20 ft./60 ft., one target. Hit: 6 (1d4 + 4) piercing damage
plus 3 (1d6) acid damage.
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Kai LiN Once you get closer, this reptilian creature reveals itself to be an animated mass of vines and grass. Kai lin are mobile plants that feed themselves on carrion. Their tails function as roots: the kai lin entwine it in dead flesh to absorb nutrients; it is also capable of emitting strong electrical jolts. Sometimes, kai lin are trained as guardians or attack creatures. KAI LIN Medium Plant Armor Class: 12 (natural armor) Hit Points: 16 (3d8 + 3) Speed: 35 ft. Ability Scores: Str 16 (+3); Dex 13 (+1); Con 13 (+1); Int 4 (-‐3); Wis 14 (+2); Cha 7 (-‐2) Damage Resistances: Electricity, radiation Damage Vulnerabilities: Fire Skills: Perception +4, Stealth +3 Senses: Darkvision 60 ft.; Passive Perception 14 Challenge 1/2 (100 XP) Actions: ✇ Thorns and Roots. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing and slashing
damage. Reactions: ✇ Electric Lash. Whenever a creature within 5 ft. of the kai lin moves away from it, the kai lin can use its reaction
to deal 2d4 lightning damage to that creature.
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menarL A thirty feet long snake with five pairs of humanoid arms watches you, hissing silently. Menarls are intelligent mutated snakes with an overabundance of humanlike arms, each one perfectly capable of manipulating and wielding objects (or weapons). Menarl are very strong, but relatively friendly towards humanoids; however, they go into a mad frenzy when near birds, which are their favorite food. MENARL Medium Beast (mutant) Armor Class: 16 (natural armor) Hit Points: 60 (9d8 + 18) Speed: 25 ft. Ability Scores: Str 18 (+4); Dex 14 (+2); Con 14 (+2); Int 14 (+2); Wis 16 (+3); Cha 14 (+2) Damage Resistances: Poison Condition Immunities: Prone Skills: Perception +5, Stealth +4 Senses: Darkvision 60 ft.; Passive Perception 15 Challenge 4 (1.100 XP) Actions: ✇ Multiattack. The menarl makes two scavenged blade attacks. ✇ Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 9 (2d6 + 2)
poison damage. ✇ Scavenged Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
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NarL Ep A massive, mobile plant emerges from the waters, its vines lashing at you. Narl Eps are enormous white mutated trees. They live in bodies of water and attack with long tentacle-‐like vines. Their pods contain about a dozen of seeds and cause sonic blasts when opened. NARL EP Large Plant Armor Class: 14 Hit Points: 136 (16d10 + 48) Speed: 20 ft., swim 20 ft. Ability Scores: Str 19 (+4); Dex 19 (+4); Con 17 (+3); Int 10 (+0); Wis 15 (+2); Cha 14 (+2) Damage Vulnerabilities: Fire Damage Resistances: Bludgeoning, piercing, psychic Condition Immunities: Blinded, deafened, exhaustion Skills: Stealth +7 Senses: Tremorsense 60 ft. (blind beyond this radius); Passive Perception 12 Challenge 5 (1.800 XP) Traits: ✇ Forest Walk. The narl ep ignores difficult terrain that is part of a tree, underbrush, or any other forest growth. ✇ Threatening Reach. The narl ep can make opportunity attacks against all enemies within 10 ft. of it. Actions: ✇ Multiattack. The narl ep makes three lashing vine attacks, or one sonic seed and one lashing vine attack. ✇ Lashing Vine. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. ✇ Sonic Seed. Ranged Weapon Attack: +7 to hit, range 60 ft., one target. Hit: 10 (3d6) thunder damage, and the
target is stunned until the end of the narl ep’s next turn. Bonus Actions: ✇ Needle Puff. All creatures within 5 ft. of the narl ep must succeed on a DC 15 Dexterity saving throw to avoid
taking 7 (1d6 + 4) piercing damage.
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Obb A bat-‐like fungal abomination turns its only eye towards you. The obb, also known as “flying eye”, is a bizarre fungus creature that mutated into a bat-‐like winged horror. Obbs attack their prey with radiation blasts from their only eye, and often plants its spores in the half-‐devoured corpses. OBB Small Plant (extraterrestrial) Armor Class: 15 Hit Points: 27 (5d6 + 10) Speed: 10 ft., fly 40 ft. Ability Scores: Str 11 (+0); Dex 20 (+5); Con 14 (+2); Int 11 (+0); Wis 14 (+2); Cha 10 (+0) Damage Vulnerabilities: Cold Damage Immunities: Fire, laser, radiation Skills: Perception +4, Stealth +7 Senses: Darkvision 60 ft.; Passive Perception 14 Challenge 1 (200 XP) Traits: ✇ Obbirth. If a creature is killed by an obb’s devour attack, a new obb appears in that creature’s space after 1d6
rounds. Actions: ✇ Devour. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage. ✇ Obblast. Ranged Weapon Attack: +7 to hit, range 20 ft./60 ft., one target. Hit: 9 (2d6 + 2) radiation damage.
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orLeN This giant humanoid has four arms and two heads, which seem caught in an endless bickering. The orlen are 6-‐feet tall humanoids with four arms. Each pair of arms is controlled by one head with a will of its own. The two personalities of an orlen often discuss and bicker, but overall the creature is usually peaceful and eager to trade with anyone dealing in technological devices (especially those that can be adapted for a four-‐armed creature). ORLEN Large Giant (mutant) Armor Class: 12 (light armor) Hit Points: 68 (8d10 + 24) Speed: 40 ft. Ability Scores: Str 18 (+4); Dex 13 (+1); Con 16 (+3); Int 10 (+0); Wis 12 (+1); Cha 12 (+1) Skills: Perception +3 Senses: Darkvision 60 ft.; Passive Perception 13 Challenge 4 (1.100 XP) Traits: ✇ Two-‐Headed. The orlen has advantage on Wisdom (Perception) checks to detect hidden creatures as well as
advantage on saving throws made to resist being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
✇ Two in One. The orlen rolls initiative two times at the beginning of combat, and gets two turns during each round. During each of its turns, it can take a move, an action, and a bonus action. The orlen gets two reaction during each round, too. Each turn and set of actions corresponds to a different head.
Actions: ✇ Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. ✇ Scavenged Heavy Gun. Ranged Weapon Attack: +3 to hit, range 40 ft./120 ft., one target. Hit: 12 (2d10 + 1)
bludgeoning and piercing damage.
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parN A huge armored beetle viciously shakes its sword antennae at you. There’s a reason parns are also called “sword beetles”. These 6-‐feet long insects have a thick carapace with dozens of barbed spines, and two long antennae which end in sword-‐like structures. Parns are ferocious creatures and fight to the death. They sometimes dwell in ponds and small rivers. PARN Large Beast Armor Class: 16 (natural armor) Hit Points: 45 (6d10 + 12) Speed: 30 ft., swim 30 ft. Ability Scores: Str 20 (+5); Dex 14 (+2); Con 16 (+2); Int 6 (-‐2); Wis 14 (+2); Cha 9 (-‐1) Damage Resistances: Psychic Skills: Perception +4 Senses: Low-‐light vision; Passive Perception 14 Challenge 2 (450 XP) Actions: ✇ Multiattack. The parn makes two sword antenna attacks, or one spine volley attack and one sword antenna
attack. ✇ Sword Antenna. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage. ✇ Spine Volley. Ranged Weapon Attack: +4 to hit, range 10 ft./20 ft., one target. Hit: 6 (2d4 + 1) piercing damage.
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PiNeTo This large moving cactus vaguely resembles a horse. Pinetos are mobile horse-‐shaped cacti. They gather in the deserts, making weird piping noises to communicate with their herd. Much like other animals, pinetos drink from ponds and rivers by dipping their “head” into the water. Although some have succeeded in riding a pineto, the long needles on their bodies requires a special saddle. PINETO Large Plant Armor Class: 12 Hit Points: 102 (12d10 + 36) Speed: 40 ft. Ability Scores: Str 20 (+5); Dex 15 (+2); Con 16 (+3); Int 1 (-‐5); Wis 10 (+0); Cha 3 (-‐4) Damage Resistances: Electricity, radiation Damage Vulnerabilities: Fire Condition Immunities: Blinded Senses: Tremorsense 60 ft. (blind beyond this radius); Passive Perception 10 Challenge 5 (1.800 XP) Traits: ✇ Poison Thorns. Whenever an attacker hits the pineto with a melee attack, that attacker takes 7 (2d6) poison
damage. Actions: ✇ Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage plus 7
(2d6) poison damage. ✇ Tail Slap. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 7
(2d6) poison damage, and the target must succeed on a DC 16 Strength saving throw to avoid being knocked prone.
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poDoG This huge, ferocious-‐looking mongrel is more than able to chew your head off. Podogs are large mutated carnivorous canines. They are quite intelligent, strong, and if trained properly can become extremely loyal steeds. When this happens, they establish a telepathic link with their rider. The most unnerving ability of a podog is its baying, which can perfectly replicate another creature’s voice and sounds. PODOG Large Beast Armor Class: 12 Hit Points: 60 (8d10 + 16) Speed: 40 ft. Ability Scores: Str 18 (+4); Dex 14 (+2); Con 14 (+2); Int 4 (-‐3); Wis 14 (+2); Cha 10 (+0) Damage Immunities: Poison Skills: Perception +4, Stealth +4 Senses: Darkvision 60 ft.; Passive Perception 14 Challenge 3 (700 XP) Traits: ✇ Brute. When the podog hits a target with a melee attack, the attack deals one extra die of the weapon’s damage
to the target (included below). Actions: ✇ Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage. Bonus Actions: ✇ Unnerving Bay. Any enemy of the podog within 30 ft. of it and able to hear it must make a DC 12 Charisma
saving throw to avoid being frightened. A creature frightened by the podog’s bay can make a new DC 12 Charisma saving throw at the end of each of its turns to end the frightened condition. A creature that was frightened by a podog is immune to that same podog’s unnerving bay for 24 hours.
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pooNG This fearsome horror resembles a giant, green-‐glowing worm with bat-‐like wings and a gaping mouth. Its countless eyes watch you with blind hunger. Poongs, also called “glow dragons”, come from the depths of space. Some say they’re made of stars; some say they are themselves stars. Despite their multitude of eyes, poongs are practically blind and rely on echolocation when hunting for their prey. POONG Large Beast (extradimensional) Armor Class: 16 (natural armor) Hit Points: 153 (18d10 + 54) Speed: 0 ft., fly 40 ft. Ability Scores: Str 21 (+5); Dex 16 (+3); Con 17 (+3); Int 8 (-‐1); Wis 14 (+2); Cha 9 (-‐1) Damage Resistances: Radiation Condition Immunities: Blinded Saving Throws: Str +8, Con +6, Cha +2 Skills: Perception +5, Stealth +6 Senses: Blindsight 60 ft. (blind beyond this radius); Passive Perception 15 Challenge 8 (3.900 XP) Traits: ✇ Hover. The poong hovers as long as it’s alive. ✇ Swoop. The poong doesn’t provoke opportunity attacks when it flies out of a hostile creature’s reach. Actions: ✇ Multiattack. The poong makes two bite attacks, or one bite attack and one tail attack. ✇ Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 10 (3d6)
radiation damage. ✇ Tail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 +5) bludgeoning damage, and the
target is knocked prone. ✇ Atomic Eruption (recharge on a 5 or 6). All creatures in a 25-‐foot cube originating from the poong must make a
DC 14 Dexterity saving throw. On a failed save, a creature takes 49 (14d6) fire and radiation damage. On a successful save, a creature takes half damage.
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porker This fat, leather-‐clad bipedal swine squints at you with its small black eyes. Porkers are mutated humanoid pigs with a passion for firearms and combustion engines, especially the louder ones. They are savage raiders who roam the wasteland on scavenged motorcycles. PORKER, BIKER Medium Humanoid (mutant) Armor Class: 12 (light armor) Hit Points: 13 (2d8 + 4) Speed: 25 ft. Ability Scores: Str 16 (+3); Dex 10 (+0); Con 14 (+2); Int 10 (+0); Wis 11 (+0); Cha 7 (-‐2) Skills: Perception +2 Senses: Passive Perception 12 Challenge 1/2 (100 XP) Actions: ✇ Metal Chain. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Bonus Actions: ✇ Foul Belch. The biker chooses one creature within 5 ft. of it. That creature must make a DC 12 Constitution
saving throw to avoid taking 4 (1d4 + 2) poison damage. PORKER, MARAUDER Medium Humanoid (mutant) Armor Class: 15 (medium armor) Hit Points: 30 (4d8 + 12) Speed: 25 ft. Ability Scores: Str 18 (+4); Dex 12 (+1); Con 16 (+3); Int 12 (+1); Wis 12 (+1); Cha 12 (+1) Skills: Intimidation +3, Perception +3 Senses: Passive Perception 13 Challenge 1 (200 XP) Traits: ✇ Brute. When the marauder hits a target with a melee attack, the attack deals one extra die of the weapon’s
damage to the target (included below). Actions: ✇ Baseball Bat. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage. ✇ Scavenged Handgun. Ranged Weapon Attack: +3 to hit, range 20 ft./60 ft., one target. Hit: 8 (2d6 + 1)
bludgeoning and piercing damage. Bonus Actions: ✇ Foul Belch. The biker chooses one creature within 5 ft. of it. That creature must make a DC 12 Constitution
saving throw to avoid taking 4 (1d4 + 2) poison damage.
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securiTy Drone A saucer-‐shaped drone hovers in front of you, readying its weapon systems. “Intruder. Initiate security protocol.” Security drones still guard Ancient facilities and laboratories. Although not as dangerous as other threats in the wasteland, drones have enhanced targeting systems and deal significant damage with their electric rays. Usually, security drones do not chase targets if they leave the guarded area. SECURITY DRONE Small Construct (robot) Armor Class: 13 Hit Points: 9 (2d6 + 2) Speed: 5 ft., fly 30 ft. Ability Scores: Str 16 (+3); Dex 17 (+3); Con 12 (+1); Int 10 (+0); Wis 14 (+2); Cha 7 (-‐2) Damage Immunities: Necrotic, poison, radiation Condition Immunities: Blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned Skills: Perception +4, Science +2 Senses: Darkvision 60 ft.; Passive Perception 14 Challenge 1/4 (50 XP) Traits: ✇ Hover. The security drone hovers as long as it’s alive. Actions: ✇ Pincer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. ✇ Electric Ray. Ranged Weapon Attack: +5 to hit, range 20 ft./60 ft., one target. Hit: 8 (2d4 + 3) lightning damage.
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Sep Similar to a crossbreed between a shark and a mole, this large beast “swims” through solid ground. Perfectly able to burrow through sand and earth thanks to a telekinetic power, seps use hit and run tactics to attack their prey. Once the victim is killed, the sep drags the body underground to feed on it. SEP Large Beast Armor Class: 15 (natural armor) Hit Points: 114 (12d10 + 48) Speed: 30 ft., burrow 20 ft. Ability Scores: Str 14 (+2); Dex 19 (+4); Con 18 (+4); Int 2 (-‐4); Wis 10 (+0); Cha 11 (+0) Senses: Tremorsense 60 ft., Passive Perception 10 Challenge 5 (1.800 XP) Traits: ✇ Surprise Attack. If the sep surprises a creature and hits it with an attack during the first round of combat, the
target takes an extra 10 (3d6) damage from the attack. Actions: ✇ Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage and the target is
grappled (escape DC 15). Until this grapple ends, the target is restrained, and the sep can’t bite another target. Bonus Actions: ✇ Chomp. If the sep is grappling a creature with its bite, that creature takes 10 (3d6) piercing damage.
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serf What looks like a normal humanoid reveals its monstrous nature: it has an enormous brain and clawed hands. Serfs are humanoids with powerful psychic abilities and poisonous claws. They are highly intelligent and usually organize in brigades where the leader enforces its authority by means of powerful ancient relics. SERF Medium Humanoid (extradimensional) Armor Class: 14 (natural armor) Hit Points: 88 (16d8 + 16) Speed: 30 ft. Ability Scores: Str 18 (+4); Dex 12 (+1); Con 13 (+1); Int 16 (+3); Wis 12 (+1); Cha 15 (+2) Saving Throws: Int +6, Cha +5 Skills: Perception +4, Science +6 Senses: Passive Perception 14 Challenge 5 (1.800 XP) Actions: ✇ Multiattack. The serf makes two poison claw attacks. ✇ Poison Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage plus 7
(2d6) poison damage. ✇ Life Leech (Recharge after a short or long rest): All creatures in a 45-‐foot cube originating from the serf must
make a DC 14 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, and half as much on a successful one. The serf regains hit points equal to the damage taken this way.
✇ Mind Blast. All creatures in a 25-‐foot cube originating from the serf must make a DC 14 Charisma saving throw to avoid taking 14 (4d6) psychic damage and being stunned until the end of the serf’s next turn.
Bonus Actions: ✇ Light Manipulation (Recharge on a 5 or 6): The serf becomes invisible until the start of its next turn.
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SLeeTh A tall, bipedal lizard with wise eyes… suspicious eyes, too. A sleeth is a very intelligent mutated lizard-‐man. Sleeths enjoy wisdom, knowledge, and often engage in conversation with travelers. Sleeth appreciate weapons and technology. SLEETH Medium Humanoid (mutant) Armor Class: 13 (natural armor) Hit Points: 31 (5d8 + 5) Speed: 30 ft. Ability Scores: Str 12 (+1); Dex 11 (+0); Con 12 (+1); Int 14 (+2); Wis 14 (+2); Cha 13 (+1) Damage Resistances: Poison, psychic Skills: Conspiracy +4, Nature +4, Persuasion +3 Senses: Passive Perception 12 Challenge 1 (200 XP) Traits: ✇ Precognition. The sleeth has advantage on initiative checks. Actions: ✇ Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. ✇ Nightmarish Thoughts. The sleeth chooses a creature within 60 ft. of it. That creature must make a DC 11
Charisma saving throw. On a failed save, the target takes 8 (2d6 + 1) psychic damage and is frightened for 1 round. On a successful save, the target takes half damage and isn’t frightened by the sleeth.
Bonus Actions: ✇ Telekinetic Push. The sleeth chooses a creature within 30 ft. of it. That creature must succeed on a DC 11
Constitution saving throw to avoid being pushed 5 ft. in a direction chosen by the sleeth.
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souL besh A hungry-‐looking, dog-‐sized bug is sticking its proboscis in your friend’s back. Soul beshes are mutant mosquitoes. They are the size of a small dog, have no wings, and possess chameleon powers. When hungry, a soul besh uses its proboscis to anesthetize a victim and then drinks its blood. Some train soul beshes as watch-‐bugs, but they are hard to control when hungry. SOUL BESH Small Beast Armor Class: 14 (natural armor) Hit Points: 27 (6d6 + 6) Speed: 30 ft., climb 30 ft. Ability Scores: Str 14 (+2); Dex 17 (+3); Con 12 (+1); Int 2 (-‐4); Wis 12 (+1); Cha 6 (-‐2) Skills: Perception +3, Stealth +5 Senses: Darkvision 60 ft.; Passive Perception 13 Challenge 1 (200 XP) Traits: ✇ Chameleon Mutation. Attacks made against the soul besh by creatures more than 5 ft. away from it have
disadvantage. Actions: ✇ Proboscis. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the
target must succeed on a DC 14 Strength saving throw or become grappled by the soul besh. ✇ Blood Drain. The soul besh chooses a target grappled by it. That target takes 2d6 + 1 poison damage and the
soul besh regains that many hit points.
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TerL A weird, feathered barracuda flies from tree to tree, its white eyes searching for prey. Terls are mutated amphibian creatures. They resemble 6 feet long barracudas, but their bodies are covered in bright plumage and they have the ability to fly telekinetically. Terls usually hunt in flocks. TERL Medium Beast Armor Class: 15 Hit Points: 52 (8d8 + 16) Speed: 5 ft., fly 30 ft., swim 30 ft. Ability Scores: Str 11 (+0); Dex 20 (+5); Con 14 (+2); Int 2 (-‐4); Wis 14 (+2); Cha 10 (+0) Damage Resistances: Fire, Laser Skills: Perception +4, Stealth +7 Senses: Darkvision 60 ft.; Passive Perception 14 Challenge 3 (700 XP) Traits: ✇ Aquatic. The terl can breathe underwater, and being underwater imposes no penalty on its attack rolls or ability
checks. ✇ Swoop. The terl doesn’t provoke opportunity attacks when it flies out of a hostile creature’s reach. Actions: ✇ Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 3 (1d6) cold
damage. ✇ Sonic Blast. Ranged Weapon Attack: +7 to hit, range 20 ft./60 ft., one target. Hit: 12 (2d6 + 5) thunder damage
and the target is pushed 10 ft. away from the terl.
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yeXiL This large leonine creature watches you with curiosity in its eyes. It is somewhat clumsy standing on his legs and wings, but its insect-‐like mouth looks quite intimidating. Yexils are bizarre mutated animals. They have the body and head of a lion, but they have bat-‐like wings in place of their forelimbs, and powerful mandibles on their mouths. In addition, they can shoot laser beams from their eyes. Despite this, yexils are not very aggressive, and willingly trade the few items they gather in exchange for clothes, which they feed on. The more elaborate the garment, the better it tastes. YEXIL Large Beast (extradimensional) Armor Class: 12 Hit Points: 52 (8d10 + 16) Speed: 10 ft., fly 30 ft. Ability Scores: Str 19 (+4); Dex 14 (+2); Con 14 (+2); Int 9 (-‐1); Wis 14 (+2); Cha 11 (+0) Damage Resistances: Cold Skills: Perception +4 Senses: Low-‐light vision; Passive Perception 16 Challenge 2 (450 XP) Actions: ✇ Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. ✇ Laser Eyes. Ranged Weapon Attack: +4 to hit, range 20 ft./60 ft., one target. Hit: 12 (3d6 + 2) laser damage.
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zombie This decaying mass of flesh might once have been a humanoid creature. Unfortunately, it still moves. There are many types of zombies in Gamma World: some are reanimated corpses, some are infected, and some were actually engineered to be like this. Feel free to use the following three archetypes as you see fit. ZOMBIE, LURKER Medium Undead Armor Class: 15 Hit Points: 102 (12d8 + 48) Speed: 40 ft., climb 40 ft. Ability Scores: Str 16 (+3); Dex 20 (+5); Con 18 (+4); Int 2 (-‐4); Wis 12 (+1); Cha 2 (-‐4) Damage Immunities: Poison, radiation Condition Immunities: Charmed, exhaustion, frightened, paralyzed, poisoned Skills: Perception +4, Stealth +8 Senses: Darkvision 60 ft., Passive Perception 14 Challenge 7 (2.900 XP) Traits: ✇ Ambusher. The lurker has advantage on attack rolls against any creature it has surprised. ✇ Evasion. If the lurker is subjected to an effect that allows it to make a Dexterity saving throw to take only half
damage, the lurker instead takes no damage if it succeeds on the saving throw, and half damage if it fails. ✇ Sneak Attack (1/Turn). The lurker deals an extra 13 (4d6) damage when it hits a target with a weapon attack and
has advantage on the attack roll, or when the target is within 5 feet of an ally of the lurker that isn’t incapacitated and the lurker doesn’t have disadvantage on the attack roll.
Actions: ✇ Multiattack. The lurker makes one attack with its bite and two attacks with its claw. ✇ Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage. ✇ Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage. ZOMBIE, PLAGUEBEARER Large Undead Armor Class: 9 Hit Points: 63 (6d10 + 30) Speed: 20 ft. Ability Scores: Str 16 (+3); Dex 9 (-‐1); Con 20 (+5); Int 1 (-‐5); Wis 8 (-‐1); Cha 1 (-‐5) Damage Immunities: Poison, radiation Condition Immunities: Charmed, exhaustion, frightened, paralyzed, poisoned Senses: Darkvision 60 ft., Passive Perception 9 Challenge 2 (450 XP) Traits: ✇ Plague Stench (Aura). Creatures that end their turn within 5 ft. of the plaguebearer take 3 (1d6) poison damage. Actions: ✇ Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 7 (2d6)
poison damage.
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ZOMBIE, RADIOACTIVE Medium Undead Armor Class: 9 Hit Points: 13 (2d8 + 4) Speed: 20 ft. Ability Scores: Str 16 (+3); Dex 9 (-‐1); Con 14 (+2); Int 1 (-‐5); Wis 8 (-‐1); Cha 1 (-‐5) Damage Immunities: Poison, radiation Condition Immunities: Charmed, exhaustion, frightened, paralyzed, poisoned Senses: Darkvision 60 ft., Passive Perception 9 Challenge 1/4 (50 XP) Traits: ✇ Overcharge Pop. Whenever the radioactive zombie is reduced to 0 hp, or when it rolls a 1 or a 20 on a d20, its
head explodes. Every creature in a 15-‐foot cube originating from the radioactive zombie must succeed on a DC 9 Dexterity saving throw to avoid taking 3 (1d6) radiation damage.
Actions: ✇ Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 3 (1d6)
radiation damage.