The Mutant Manual: Creatures of Gamma Terra

The following life-forms are adapted from various other Gamma World products for the Alternity edition of Gamma World. In some cases they’ve been updated or adapted to fit the current edition’s vision of Gamma Terra.


Arn

Description: Arns are mutated dragonflies, averaging 1.3 meters in length, with a hard wingcase and strong mandibles. Their exoskeleton tends to be dark colored, although some have bright blue or green markings on their bodies or legs. Their wings are brilliantly irridescent.

Encounter: Arns only attack humanoids when frightened or cornered. They’re intelligent enough to be domesticated and they’re used by some humanoids as guard animals and sources of food (they’re very high in protein). Small humanoids also use them as mounts or beasts of burden.

Habitat/Society: Arns are found in small swarms of up to a dozen in the wild. They’re omnivores, but only eat relatively small creatures or carrion. Arns are egg-layers, and can only be domesticated while very young.

Game Data
STR 9, DEX 6, CON 12, INT 2, WIL 10, PER 2
Durability: 12/12/6/6
Move: sprint 14, run 10, walk 4, fly 28
Action Check: 5+/4/2/1
# Actions: 2
Reaction score: Marginal/1
Mutations: Size Change

Attacks
Mandibles (10/5/2, d6+2s/d4w/d4+2w, LI)

Defenses
-1 resistance modifier vs. ranged attacks

Skills
Athletics [10]; Unarmed Attack [10]: brawl [11]; Stealth [6]: hide [10], sneak [8]; Movement [12]; Awareness [10]; Investigate [10]: track [11]


Barl Nep

Description: The barl nep is a mutant form of catfish that can attain a length of up to a meter. Their scales are completely black and their heads are blunt and equipped with “whiskers” they use to help gather food.

Encounter: Barl nep react to potential threats by secreting a radioactive oil from a special gland in their body. The oil slick covers an area 10 meters in diameter and lasts for up to 10 minutes in a body of calm water (to as little as a few rounds in a river or stream). The oil effects creatures like the mutation Radiating Eyes.

Habitat/Society: Barl nep are found in freshwater rivers, ponds, and lakes, prefering relatively calm, shallow water where it can bottom-feed on small plants and animals. They tend to be solitary, although they’re sometimes found in pairs. If a barl nep is caught and killed before releasing its radioactive oil, it can be extracted from its body with a successful Life Sciences (zoology) skill check. Barl nep are considered a delicacy in some parts of Gamma Terra, provided they’re properly prepared.

Game Data
STR 6, DEX 6, CON 6, INT 2, WIL 2, PER 1
Durability: 3/3/2/2
Move: swim 2
Action Check: 5+/4/2/1
# Actions: 2
Reaction score: Marginal/1
Mutations: Radiating Eyes (Oil), Radiation Tolerance

Attacks
Bite (6/3/1, d4s/d4+1s/d4+2s)

Defenses
-1 resistance modifier vs. all attacks

Skills
Unarmed Attack [6]; Movement [14]: swim [15]; Survival [14]; Awareness [2]: intuition [10]


Ber Lep

Description: Ber lep are mutant lily pads that grow up to two meters across on the surface of still water. White or pale purple flowers grow in the center of each pad, emitting a strong, sweet scent.

Encounter: The scent of ber lep serves to draw small animals and insects to them, which are killed by the plant’s acidic secretions. The corrosive can cause some harm to larger creatures, but is usually too slow-acting to kill them (and the ber lep can’t move or otherwise take offensive action). If the planet is injured, it reflexively teleports up to 25 meters away (leaving its attacker behind, and probably in the water).

Habitat/Society: Ber lep grow in areas of still water, like lakes or swamps. They feed on water minerals as well as small creatures they dissolve on their surfaces. They are unintelligent and incapable of movement.

Game Data
STR 9, DEX 0, CON 9, INT 0, WIL 0, PER 0
Durability: 9/9/5/5
Move: none
Action Check: 0
# Actions: 0
Reaction score: 0
Mutations: Poison Attack (acid), Teleport

Attacks
Acid (Constitution feat check: Critical Failure, d4+1m; Failure, 3d4w; Ordinary, 2d4w; Good, d4w; Amazing, no damage)

Defense
-3 resistance modifier vs. all attacks

Skills
None


Blight

Description: A blight is a large, worm-like creature 3 meters in length with tough, leathery skin and bat-like wings with a 10-meter wingspan. It has small eyes and a mouth full of sharp, tearing teeth. Blights tend to have dark, mottled hides, when they can be seen at all.

Encounter: Blights or “cloud worms” prefer to attack their victims invisibly. Their first action on becoming visible is to create a powerful photogenerative flash of light to blind and stun its prey. It then attacks by biting or constriction, grabbing its prey in a powerful hold. It prefers to attack single creatures or small groups, but it will always attack when it feels its territory is threatened.

Habitat/Society: Blights nest in high, rocky areas and sometimes in tall trees where they can swoop down on prey. They’re usually solitary, but sometimes found in mated pairs. They lay clutches of eggs that hatch into young blights. The young eat their unhatched siblings before flying off on their own.

Game Data
STR 15, DEX 10, CON 13, INT 3, WIL 2, PER 1
Durability: 13/13/7/7
Move: sprint 6, run 4, walk 2, fly 48
Action Check: 7+/6/3/1
# Actions: 2
Reaction score: Marginal/1
Mutations: Photogeneration; Improved Invisibility

Attacks
Bite (16/8/4, d6+2s/d8s/d6w)
Constrict (17/8/4, d8+2s/d6w/d6+2w)

Defenses
+3 resistance modifier vs. melee attacks
Tough hide: d4 (LI), d4-2 (HI), d4-2 (En)

Skills
Athletics [15]; Unarmed Attack [15]: brawl [16]; Acrobatics [10]: flight [12]; Stealth [10]; hide [13], shadow [12]; Stamina [13]: endurance [14]; Awareness [2]: intuition [10], perception [8]; Resolve [2]: mental resolve [10], physical resolve [12]


Cal Then

Description: Cal then or “winged rippers” are mutant cockroaches that can attain a length of 2.5 meters. They have a dull brown carapace, long wings they keep folded close to their bodies and spindly legs. Their heads feature small compound eyes and large, sharp-edged mandibles.

Encounter: Cal then are predators that attack nearly any creature smaller than them (including humanoids). They often swoop down to attack, remaining on the ground while they fight. They attack with their mandibles and only retreat when they are badly wounded.

Habitat/Society: Cal then tend to be solidary creatures, claiming a particular area as their hunting ground. Their diet consists primarily of the bones of their prey, and they’re known for tearing off flesh and discarding it to crush and devour the bones. Their method of feeding tends to attract scavengers and other creatures to a cal then’s hunting ground to feed on the leftovers. They are sometimes encountered in mated pairs, but mate only briefly. The female lays a clutch of eggs, but does not care for the young.

Game Data
STR 14, DEX 11, CON 12, INT 3, WIL 13, PER 1
Durability: 12/12/6/6
Move: sprint 24, run 16, walk 6, fly 48
Action Check: 8+/7/3/1
# Actions: 3
Reaction score: Marginal/1
Mutations: Environmental Adaptation (cold, heat)

Attacks
Mandibles (15/7/3, d6+4s/d4+2w/d4+4w)
Carapace: d6+1 (LI), d4+1 (HI), d4 (En)

Defenses
+2 resistance modifier vs. melee attacks
+1 resistance modifier vs. ranged attacks

Skills
Athletics [14]: climb [15]; Unarmed Attack [14]: brawl [15]; Stamina [12]: endurance [14]; Survival [12]; Awareness [13]; Investigate [13]


Centisteed

Description: The centisteed is a mutant strain of horse that bears little resemblance to its ancestor, looking more like a kind of insect. It has sixteen legs and an elongated body encased in a partial carapace that provides it with a measure of natural armor. It’s head has compound eyes and insect-like antennae.

Encounter: Centisteeds are often domesticated as mounts (capable of carrying two or even three riders), although they are skittish and sometimes difficult to control. They’re also found roaming in wild herds in open grassland areas of Gamma Terra. Centisteeds are shy creatures and prefer to run away from danger, fighting only when cornered or protecting their young. They can be trained not to flee combat, but not to attack on command.

Habitat/Society: Centisteeds spend the majority of their time grazing to support their hyperactive metabolisms and great body mass. Whenever they’re not engaged in other activity, they’re usually eating. They prefer grains but also eat fruit and roughage. A centisteed herd is led by a stallion (or “king”), attended by several lesser males and a harem of females. Domesticated centisteeds are used as mounts and beasts of burden, although they don’t serve well as draft animals.

Game Data
STR 15, DEX 11, CON 13, INT 7, WIL 8, PER 4
Durability: 13/13/7/7
Move: sprint, run, walk
Action Check: 10+/9/4/2
# Actions: 2
Reaction score: Marginal/1
Mutations: Extra Body Parts (legs); Kinetic Shield, Psychic Void

Attacks
Hooves (15/7/3, d6+2s/d6+3s/d6+4s)
Bite (15/7/3, d4+2s/d4w/d4+2w)
Trample (16/8/4, d8+4s/d6+2w/d4+2m)

Defenses
+2 resistance modifier vs. melee attacks
+1 resistance modifier vs. ranged attacks
Partial Carapace: d4+1 (LI), d4 (HI), d4-1 (En)

Skills
Unarmed [15], Movement [13]: race [17]; Stamina [13]: endurance [15]; Awareness [8]: inutition [10], perception [10]; Resolve [8]: physical [9]


Cren Tosh

Description: The cren tosh (or “lizard fish” as it is sometimes known) is a 2 meter long fish with silvery-green scales and a relatively flat body. With its mutant shapechanging ability, it can appear as various other creatures and even operate on land.

Encounter: Cren tosh are only marginally intelligent, and generally harmless toward other creatures (they are placid plant-eaters), but they are drawn to small, shiny objects which they use to decorate their lairs. A cren tosh is likely to try and steal such objects and escape with them, including metal coins, jewelry, and some Ancient items. They fight only when cornered, otherwise using all their abilities to escape. Cren tosh can use their Metamorphosis mutation to assume the form of any reptile of approximately their mass, gaining all of that creatures abilities (including physical ability scores and mutations, but not mental ability scores or mutations).

Habitat/Society: Cren tosh live in lakes, rivers, or steams, burrowing long tunnels into the muddy banks to use as a nest. They line their nests with shiny pebbles and objects they have collected, and lay their eggs there. They defend the nest fiercely until the eggs hatch, then the young cren tosh are left on their own.

Game Data
STR 10, DEX 10, CON 10, INT 3, WIL 7, PER 2
Durability: 10/10/5/5
Move: swim 4 (on land as reptile type)
Action Check: 7+/6/3/1
# Actions: 2
Reaction score: Marginal/1
Mutations: Metamorphosis

Attacks
Bite (10/5/2, d6s/d6+2s/d4w)
Other attacks as reptile type

Defenses
None

Skills
Unarmed [10]; Manipulation [10]: pickpocket [13]; Movement [10]: swim [12], Survival [10]


Crep

Description: There are two varieties of crep, identifical save for coloration and habitat. The water crep has a pink flower and lives submerged in freshwater lakes and swamps. The land cred has a brilliant red flower and lives in temperate areas with regular rainfall. surrounding the plant’s bulbous flower is a mass of strong, leafy vines. The crep can move about (slowly) on its thick, flexible roots, seeking better “hunting grounds”. The crep’s vines are mobile and quite dexterous (although the plant is largely blind, and not very intelligent).

Encounter: Crep plants feed on other living creatures using their Life Leech mutation. They generally trap a creature with their tendrils, then drain its life force. The crep uses the drained life force to seed, dropping off mobile seeds that burrow into the ground to become new crep plants. Crep uses their tendrils the defend themselves and ward off predators. In desparate situations they use their Death Field mutation for defense.

Habitat/Society: Crep are found in still freshwater, along shores, and in moist, temperate climates. They migrate slowly, killing off local animal life and leaving a “trail” of crep seedlings in their path. Immature crep plants grow rooted for a season before gaining mobility and moving off on their own in search of prey.

Game Data
STR 11, DEX 9, CON 9, INT 2, WIL 10, PER 1
Durability: 9/9/5/5
Move: walk 2
Action Check: 6+/5/2/1
# Actions: 2
Reaction score: Marginal/1
Mutations: Extra Body Parts (prehensile vines), Death Field Generation, Life Detection, Life Leech

Attacks
Crushing Vines (12/6/3, d4s/d4+1s/d4+2s)
Life Leech (d4s)

Defenses
+1 resistance modifier vs. melee attacks

Skills
Unarmed [11]: brawl [12], Stamina [9]: endurance [12]


Ert

Description: The ert is a normal looking fish with silvery scales growing up to a meter long at maturity, similar in many respects to its ancestor, the salmon. It’s ordinary appearance disguises an unusual defensive mutation.

Encounter: Ert have a mutated gland the secretes a chemical that rapidly calcifies living tissue. In effect, a creature bitten by an ert turns to chalky, white stone. Treat the ert’s poison as a paralytic agent (Gamma World, p. 57-58), except that on a critical failure of the Constitution feat check the victim is permanently calcified. Otherwise the chemical has the same effect as a paralytic poison (which can still kill if a paralyzed victim falls into the water).

Habitat/Society: Ert are found in cold mountain streams and lakes, and their habitats can sometimes be picked out by the calcified bodies or one or more predators. Each summer the ert spawn and hundreds of them make their way upstream. They are particularly dangerous at this time and likely to attack other creatures that approach their spawning grounds.

Game Data
STR 5, DEX 7, CON 6, INT 1, WIL 7, PER 1
Durability: 6/6/3/3
Move: swim 3
Action Check: 5+/4/2/1
# Actions: 2
Reaction score: Marginal/1
Mutations: Poison Attack

Attacks
Bite (6/3/1, d4-2s/d4-1s/d4s, note an ert’s bite must do at least a point of damage for it to use its poison attack)

Defenses
-1 resistance modifier vs. melee attacks

Skills
Unarmed [5]: brawling [6]; Movement [6]: swim [10]


Ert Telden

Description: Ert telden are sleek fish up to a meter long, with black scales, often tinged with red or orange along their fins. They have “whiskers” along their chin like a catfish.

Encounter: Ert telden have an unusual defense mechanism and are often called “fire fish” because of it. When panicked or killed, ert telden screte an oil that causes their flesh to burn fiercely on contact with air. When removed from the water, an ert telden becomes extremely hot, the following round, it explodes, doing damage like an incendiary grenade (Gamma World, p, 94).

Habitat/Society: Ert telden are found in still water like marshes and swamps, where they bottom-feed on water plants and other organic matter. Some villages and tribes in Gamma Terra undertake the dangerous task of capturing or raising ert telden, keeping them in shallow pools and flinging them over walls by hand or by catapult as weapons.

Game Data
STR 5, DEX 7, CON 6, INT 1, WIL 7, PER 1
Durability: 6/6/3/3
Move: swim 3
Action Check: 5+/4/2/1
# Actions: 2
Reaction score: Marginal/1
Mutations: Ignite (unique)

Bite (6/3/1, d4-2s/d4-1s/d4s)

Defenses
-1 resistance modifier vs. melee attacks

Skills
Unarmed [5]: brawling [6]; Movement [6]: swim [9]


Fen

Description: The fen is a 2 meter tall humanoid fish with both lung and gills (similar to a prehistoric lungfish). It has pearly white, almost translucent, flesh and scales and can walk (slowly) on land on its stubby legs. It has hands able to crudely manipulate objects (including weapons).

Encounter: Fens can only remain out of water for 24 hours at a time. They emerge from the water singly and in small groups to scavenge things from the land, particularly ancient artifacts and other useful trinkets, and they’re not adverse the stealing things they want. Fen can’t bite, but they can strike with their strong tails and wield weapons. They’re mistrustful of surface creatures.

Habitat/Society: Fens live in crude village communities underwater, and retreat back to the water when they are outnumbered by surface creatures.

Game Data
STR 11, DEX 7, CON 11, INT 9, WIL 10, PER 8
Durability: 11/11/6/6
Move: sprint 8, run 6, walk 2, swim 4
Action Check: 9+/8/4/2
# Actions: 2
Reaction score: Marginal/1
Mutations: Energy Reflection, Radiation Tolerance, Toxin Tolerance

Attacks
Tail strike (12/6/3, d4+2s/d4+1w/d4+2w)
Club (12/6/3, d4+1s/d4+2ds/d4+3s)

Defenses
+1 resistance modifier vs. melee attacks
+1 resistance modifier vs. personality skills

Skills
Melee Weapons [11]; bludegon [12]; Unarmed [11]; brawl [12]; Movement [11]; swim [13]; Knowledge [9]; Navigation [9]: water [11]; Awareness [10]; Investigate [10]; search [12]


Gren

Description: Grens are mutant humans with entirely green skin, hair, and eye pigment due to their photosyntheic skin. They have no body hair except on their heads and tend to wear little clothing so that light can reach their skin.

Encounter: Grens are a reclusive people, living in deep forests away from others. They rarely make contact with outsiders, sometimes trading at outposts on the edges of the forest. They’re only hostile to intruders in their territory. Because of their isolation, some Grens don’t speak Anglish, but most do.

Habitat/Society: Gren villages are primitive and they disdain all but Gamma Age technology. Since they don’t need to hunt or farm for their food, their day-to-day life is fairly idyllic, save for warding off predators and other hazards. They often build their homes among the treetops, away from the dangers on the forest floor.

Game Data
STR 9, DEX 10, CON 9, INT 8, WIL 9, PER 8
Durability: 9/9/5/5
Move: sprint 18, run 12, walk 4
Action Check: 10+/9/4/2
# Actions: 2
Reaction score: Marginal/1
Mutations: Photosynthetic Skin

Attacks
Spear
Bow

Defenses
None

Skills
Athletics [9]: climb [12], jump [10]; Melee Weapons [9]: blade [10]; Acrobatics [10]: daredevil [11], dodge [11], defensive martial arts [11], fall [12]; Ranged Weapons [11]: bow [12]; Stealth [10]: hide [12]; Stamina [9]; Awareness [9]: intuition [10]; Interaction [8]


Herkel

Description: The herkel is a small (half-meter long) fish similar to the piranha, but found in temperate and tropical climates throughout Gamma Terra. It has a relatively flat body and a large mouth full of sharp, tearing teeth.

Encounter: Herkel are nearly always encountered in small schools of 4-16 (4d4). They viciously attack anything that comes within their reach in the water, particularly larger mammals. Their scales are coated with a thin layer of waterproof neurotoxin that affects any creature that touches them. The scent of blood in the water drives herkel into a feeding frenzy, and they’ll even attack each other in such cases.

Habitat/Society: Herkel are found in freshwater rivers and lakes throughout Gamma Terra. They migrate frequently so as not to deplete their food sources.

Game Data
STR 5, DEX 8, CON 8, INT 1, WIL 7, PER 1
Durability: 8/8/4/4
Move: swim 3
Action Check: 6+/5/2/1
# Actions: 1
Reaction score: Marginal/1
Mutations: Poison Attack

Attacks
Bite (8/4/2, d6+1s/d4-1w/d4+1w, LI)
Poison (Critical Failure, d6+1m; Failure, d4+1m; Ordinary, d8+1w; Good, d6+1w; Amazing, d6+1s)

Defenses
-1 resistance modifier vs. melee attacks

Skills
Unarmed [5]: brawl [8]; Movement [8]: swim [10]; Awareness [7]


Herp

Description: Herps are mutant beetles that grow up to 3.5 meters in length, about the size of a subcompact car, with a thick, hard carapace and powerful mandibles able to crush metal and bone just as easily. They have six spindly legs and they’re surprisingly accomplished climbers for their size.

Encounter: Herps tend to be solitary hunters. They attack first by spitting a stream of acid at their prey, then moving in for the kill. They’re relentless, and can track wounded prey for hours over virtually any kind of terrain. They tend to avoid creatures larger than themselves, but otherwise they’ll attack and eat almost anything.

Habitat/Society: Herps fight even each other to protect their hunting grounds. They only cooperate in order to mate, with the female herp laying several large, rubbery eggs that hatch out into smaller herps, which scuttle off on their own.

Game Data
STR 14, DEX 10, CON 12, INT 2, WIL 9, PER 1
Durability: 12/12/6/6
Move: sprint 24, run 16, walk 6
Action Check: 7+/6/3/1
# Actions: 2
Reaction score: Marginal/1
Mutations: Poison Attack (acid)

Attacks
Bite (14/7/3, d6+4s/d4+2w/d4+4w, LI)
Acid (Constitution feat check: Critical Failure, d4+1m; Failure, 3d4w; Ordinary, 2d4w; Good, d4w; Amazing, no damage)

Defenses
+2 resistance modifier vs. melee attacks
Carapace: d6+2 (LI), d6+1 (HI), d6+1 (En)

Skills
Athletics [14]; Unarmed [14]; Stamina [12]; Awareness [9]; Investigate [9]: track [13]


Hisser

Description: A hissers is a 3-meter long mutant snake with a humanoid torso and arms, and a snake-like head and lower body. They can rear upright on their powerful tails to stand about 1.5 meters off the ground. Hisser scales tend to be green or brown, lightening toward the belly and chest area, although some tribes of hissers have brightly colored markings.

Encounter: Hissers appear singly and in small bands, usually hunting for food or ancient artifacts, which they prize (although they do not always understand them). They tend to be hostile toward other creatures, which they regard as food. They’re willing to eat other humanoids, which doesn’t make them many friends. They’re intelligent and willing to converse if there is something they can gain from it.

Habitat/Society: Hissers are intelligent and telepathic, living in the arid regions of Gamma Terra. They have no spoken or written language and are incapable of sounds other than hissing. Hisser society is matriarchal. Each tribe is ruled by a powerful female and made up of a harem of males and young. When the tribe grows to sufficient size, the matriach chooses a young female to begin a new tribe, taking some of the males with her. Hiss matriarchs are powerful, utterly ruthless creatures, dedicated to the good of the tribe.

Game Data
STR 9, DEX 9, CON 8, INT 7, WIL 8, PER 8
Durability: 8/8/4/4
Move: sprint 16, run 10, walk 4
Action Check: 9+/8/4/2
# Actions: 2
Reaction score: Marginal/1
Mutations: Contact, Telepathic Blast (matriarchs also have Mass Mind)

Attacks
Bite (10/5/2, d4s/d4+1s/d4w, LI)
Weapon

Defenses
None

Skills
Athletics [9]; Melee Weapons [9]; Unarmed [9]: brawl [10]; Ranged Weapons [9]: crossbow [10]; Stealth [9]: sneak [10]; Survival [8]; Awareness [8]: intuition [9]; Investigate [8]: search [9]; Resolve [8]; Interaction [8]


Hopper

Description: Hoppers look like giant hares, the size of small horses, usually with brown or tan fur (although their fur color changes to suit the environment when they use their Chameleon Flesh mutation).

Encounter: Wild hoppers are placid creatures that prefer to flee from danger as rapidly as they can. Domesticated hoppers can be trained not to flee from things like combat, but may require Animal Handling skills checks to keep under control. Hoppers are capable of delivering powerful kicks with their hind legs when threatened, although they only do so when cornered (or specially trained). Riding hoppers requires a special saddle and harness, since their normal gait consists of short hippity-hops and their full out run consists of great leaps interspersed between smaller hops. Failing an Animal Handling (riding) skill check while on a hopper usually means being thrown from the saddle.

Habitat/Society: Hoppers are found in small herds on the plains and grasslands of Gamma Terra. Many cultures have domesticated hoppers as riding animals and (sometimes) beasts of burden, although they’re not capable of carrying very heavy loads. Hopper meat is also a staple of many cultures’ diets, and their fur makes soft clothes and blankets.

Game Data
STR 13, DEX 10, CON 10, INT 3, WIL 9, PER 3
Durability: 10/10/5/5
Move: sprint 22, run 14, walk 4
Action Check: 7+/6/3/1
# Actions: 2
Reaction score: Marginal/1
Mutations: Chameleon Flesh

Attacks
Kick (13/6/3, d4+2s/d4+3s/d4+4s, LI)

Defenses
+1 resistance modifier vs. melee attacks

Skills
Athletics [13]: jump [15]; Unarmed [13], Movement [10]: race [13], Stamina [10]; Awareness [9]


Horl Choo

Description: The horl choo is an odd black plant that looks like a lumpy porcupine with long quills, about a meter in diameter with quills about a meter long, it’s also known as the “spiny” or “spear-thrower” plant. It can move with a slow, shuffling motion and usually does so only at night, seeking better hunting grounds. Although it has no visible eyes or ears, a horl choo can sense heat (notably body heat) and has a rudimentary sense of touch (but no other senses).

Encounter: Horl choo are capable of flinging their spines as weapons up to a distance of 40 meters (10/20/40 range). The spines are tipped with a hemotoxin and connected to the horl choo by thin, tough fibers, allowing it to reel in impaled prey to its root cluster, where digestive acids break it down into food for the creature. A horl choo bristles and flings its spines when threatened as well, and is capable of “dropping” spines (releasing the fiber connecting them to its body) in order to flee.

Habitat/Society: Horl choo aren’t intelligent by most standards, they’re just hunting machines. They spore once per year, using slain prey to host the spores where a young horl choo will grow over the course of a few weeks before shuffling off on its own to hunt.

Game Data
STR 8, DEX 8, CON 8, INT 1, WIL 6, PER 1
Durability: 8/8/4/4
Move: walk 2
Action Check: 6+/5/2/1
# Actions: 1
Reaction score: Marginal/1
Mutations: Natural Attack, Poison Attack, Thermal Vision; Psychic Void

Attacks
Spines (11/5/2, range 10/20/40, d4w/d4+1w/d4+2w)
Poison (Constitution feat check: Critical Failure, d4+2m; Failure, d4m; Ordinary, d6+1; Good, d4w; Amazing, d6s)

Defenses
None

Skills
Athletics [8]: throw [11]; Survival [8]; Awareness [6]: perception [8]


Kai Lin

Description: At first glance, a kai lin looks like an odd sort of reptile: a 3-meter long, sinuous body with a single pair of short, claws limbs that allow it to move, dragging its long tail behind it, a blunt, triangular head like a snake and rough, green scales. But in fact the kai lin is not an animal, but a mutant breed of plant. Its “scales” are rough bark and its “claws” a thorny pads and its “tail” is a trailing root cluster.

Encounter: Kai lin are scavengers, similar to small dinosaurs. They roam in groups of 1-4 searching for carrion, which they eat by wrapping their tail roots around it and dissolving it. They’re also not above hunting fresh prey, particularly when they’re hungry or there are a larger number of kai lin present. They attack with their thorny claws as well as their mutant abilities.

Habitat/Society: Kai lin aren’t intelligent and have a pack-structure, cooperating for mutual survival. They reproduce by producing shoots that root into the ground and mature over the course of 6-8 weeks before uprooting and becoming adult kai lin.

Game Data
STR 7, DEX 8, CON 8, INT 1, WIL 7, PER 1
Durability: 8/8/4/4
Move: sprint 14, run 10, walk 4
Action Check: 5+4/2/1
# Actions: 1
Reaction score: Marginal/1
Mutations: Electric Aura, Radiation Tolerance

Attacks
Claws (9/4/2, d4s/d4+1s/d4+2s)
Electric Aura (d4s/d4+2s/d8+2s/d4+1w)

Defenses
Bark: d4 (LI), d4-1 (HI), d4-2 (En)

Skills
Unarmed [7]: brawl [9], Movement [8]: run [10]; Awareness [7]: perception [9]


Keeshin

Description: Keeshin are albino mutant frogs, standing 1 meter tall with a humanoid posture and functional hands. Their skin is completely white, almost translucent, and coated with a thin layer of slime. Their eyes are wide-set and their mouth is filled with sharp teeth. They rarely wear clothing or adornment.

Encounter: Keeshin are intelligent creatures, but not friendly to other species. They covet ancient artifacts and anything else they consider valuable, and they’re more than willing to kill or intimidate to get what they want. They’ve been known to set up “tolls” across rivers and lakes where they live. They dislike physical conflict, prefering to use their mutations in combat.

Habitat/Society: Fortunately for the world, Keeshin dislike each other and tend to be solitary. They mate briefly and the female lays eggs in the water that hatch into dozens of keeshin tadpoles, few of which survive to maturity. Mature keeshin telekinetically build stone dwellings under water, partially filled with air, to store their goods and hide from danger.

Game Data
STR 6, DEX 10, CON 8, INT 8, WIL 10, PER 7
Durability: 8/8/4/4
Move: sprint 16, run 10, walk 4
Action Check: 10+/9/4/2
# Actions: 2
Reaction score: Marginal/1
Mutations: Energy Reflection; Cryokinesis, Kinetic Shield, Telekinesis, Telekinetic Flight, Telekinetic Hand, Telepathic Blast; Light Sensitivity

Attacks
Unarmed (6/3/1, d4-1s/d4s/d4+1s, LI)

Defenses
-1 resistance modifier vs. melee attacks

Skills
Athletics [6]: jump [10]; Unarmed [6]; Survival [8]: water [10]; Knowledge [8]; Awareness [10]: intuition [11]; Resolve [10]: mental resolve [11]; Deception [7]; Interaction [7]


Kep

Description: The kep is a plant consisting of a deeply buried root cluster and a network of strong, tough root-like tendrils that grow just below the surface of sandy soil. A mature kep can cover an area up to 30 meters in diameter.

Encounter: Keps are sensitive to vibration, feeling when any creature massing more than a kilogram moves across the surface above them. It bursts from the soil with its tendrils, entraping the creature and crushing it to death. When the prey’s struggles cease, the tendrils drag it into the earth where the kep’s root cluster and begin breaking it down into fertilizer for the plant. A kep is capable of attacking one creature for every five meters radius it occupies (thus a fully mature kep can attack up to six creatures at once, provided they’re all standing above it).

Habitat/Society: Kep plants do not tolerate any other plants growing above them, so the areas where they grow tend to be barren soil, sometimes clearings amdist other vegetation. A mature kep produces a single mobile seed once per season, which burrows out of the ground scurries off in search of a place to root.

Game Data
STR 14, DEX 8, CON 12, INT 1, WIL 7, PER 1
Durability: 12/12/6/6
Move: none
Action Check: 5+/4/2/1
# Actions: 1 (but see above)
Reaction score: Marginal/1
Mutations: Extra Body Parts (tendrils)

Attacks
Crush (14/7/3, d6+2s/d6+4s/d4+2w)

Defenses
+2 resistance modifier vs. melee attacks
+1 resistance modifier vs. ranged attacks

Skills
Unarmed [14]; Awareness [7]: perception [10]


Narl Ep

Description: The narl ep or “ghost tree” is a mutant form of willow that grows in or near slow-moving water. The tree’s smooth bark is completely white and its leaves are a pale green. During the spring its branches are covered in nut-like seed pods.

Encounter: Narl ep’s whip-like branches are prehensile and sensitive to heat and movement. They attack anything that attempts to harm the tree, otherwise remaining motionless. The slain bodies of would-be predators serve as additional fertilizer for the tree, and their bones are sometimes found stuck among its roots (adding the the narl ep’s fearsome reputation).

Habitat/Society: Narl eps are always found close to water and local races quickly learn to leave them alone. This isn’t difficult since the wood and bark of a narl ep is no more useful than that of any other tree. The only thing of value about them is their seeds. In late summer, the narp ep thrashes its branches to fling its many seed pods to the wind. When completely ripe, the pods burst open with a sonic blast, scatting a number of seeds to the wind. Since a sharp blow will crack a pod, some try to harvest narl ep seed pods for use as crude grenades.

Game Data
STR 14, DEX 8, CON 14, INT 1, WIL 3, PER 1
Durability: 14/14/7/7
Move: none
Action Check: 5+/4/2/1
# Actions: 1
Reaction score: Marginal/1
Mutations: Sonic Blast

Attacks
Branches (14/7/3, d4+2s/d4+3s/d4+4s)
Seed Pods (as per Sonic Blast)

Defenses
+2 resistance modifier vs. melee attacks
Bark: d4 (LI), d4-1 (HI), d4-2 (En)

Skills
Unarmed [14]; Awareness [3]


Obb

Description: An obb or “flying eye,” looks vaguely like a bat-winged creature about a meter long, with a large, central eye between its “shoulders” and a pair of clawed limbs. Its surface is dead black and covered in short, soft fuzz. Although it’s mobile and resembles an animal, the obb is actually a mutant form of fungus.

Encounter: Clumsy, almost immobile, on the ground, obbs are graceful aerial hunters. They swoop down and attack with a blast of radiation from their eye. Then they stalk their prey until they show signs of weakness, attacking again with their claws. They consume half of the fallen prey, then spread spores over the rest that consume the carcass and sprout into young obbs that detach and fly away a few days later.

Habitat/Society: Obbs display a kind of intelligence and cunning, but it’s unclear just how intelligent they are. Their minds are entirely alien and they don’t seem to follow what most creatures would consider logic or reason. They’re solitary creatures, having no need for social structures of any kind.

Game Data
STR 9, DEX 12, CON 10, INT 6, WIL 7, PER 4
Durability: 10/10/5/5
Move: walk 1, fly 40
Action Check: 10+/9/4/2
# Actions: 2
Reaction score: Marginal/1
Mutations: Environmental Tolerance (heat), Radiating Eyes, Radiation Tolerance; Psychic Void

Attacks
Radiation Burst (as Radiating Eyes)
Claws (10/5/2, d4s/d4+2s/d4w)

Defenses
+1 resistance modifier vs. ranged attacks

Skills
Unarmed [9]: brawl [10]; Acrobatics [12]: flight [14]; Awareness [7]: perception [9]


Parn

Description: The parn or “sword beetle” is one of the deadliest predators of Gamma Terra. It’s 3 meters long, with a hard carapace covered with sharp spines. It’s spindly limbs are also spiny, but the parn earns its name from its long antennae, which are each tipped with two sword-like blades that it wields with frightening skill.

Encounter: Parn are vicious and relenetless hunters, stalking and killing any creature smaller than they. Small groups of parn (as many as four) can bring down much larger creatures. They attack with their antennae and fight to the death, never retreating.

Habitat/Society: Parn tend to be solitary creatures. They mate only once per year, and the female lays her eggs in a buried nest before abandoning them to their fate. Most young parn don’t survive the first few months of life. Those that do grow to maturity within a year.

Game Data
STR 13, DEX 11, CON 13, INT 2, WIL 8, PER 1
Durability: 13/13/7/7
Move: sprint 24, run 16, walk 6
Action Check: 7+/6/3/1
# Actions: 2
Reaction score: Marginal/1
Mutations: Improved Natural Attack

Attacks
Spines (d6+2s/d4w/d4+2w)
Antennae (16/8/4, d4+2w/d4+4w/d4+2m, LI)

Defenses
+2 resistance modifier vs. melee attacks
+1 resistance modifier vs. ranged attacks
Carapace: d6+1 (LI), d4+1 (HI), d4 (En)

Skills
Unarmed [13]: brawl [16]; Awareness [8]: perception [9]: Investigate [8]: track [9]


Perth

Description: The perth resembles a small palm-like bush, about a meter tall, topped with a large, beautiful white flower.

Encounter: If the plant is disturbed (handled roughly or damaged in any way), its flower begins to glow with cascading light in all the colors of the rainbow, emiting powerful radiation.

Habitat/Society: Perth grow in temperate and tropical regions of Gamma Terra. The petals of its flower, harvested and sun-dried for three days, can be ground into a powder. When ingested, it grants a +2 step bonus on Resolve checks for healing wounds. A single perth yields up to 20 doses of the powder.

Game Data
STR 8, DEX 0, CON 8, INT 0, WIL 0, PER 0
Durability: 8/8/4/4
Move: None
Action Check: None
# Actions: 1
Reaction score: Marginal/1
Mutations: Radiating Eyes (Flower)

Attacks
Radiation (as Radiating Eyes)

Defenses
None

Skills
None


Pineto

Description: The “horse cactus” or pineto is one of the more bizarre creatures of Gamma Terra. It’s trunk is horizontal, and it moves about on several strong limbs. Its root clump moves in front, vaguely resembling a head, and it comsumes nutrients and moisture by dipping its “head” into water.

Encounter: The pineto is covered in sharp spines that lay close to its body. It lashes out with its “tail” as a means of defense, but prefers to run away from attackers as quickly as possible.

Habitat/Society: Some societies domesticate pineto as mounts. This requires special training and a sharp goad jammed just behind the creature’s root-cluster to help direct it. Riders must use a specially designed saddle and harness to protect them from the pineto’s spines, however, and chaps are common wear for pineto riders.

Game Data
STR 12, DEX 8, CON 10, INT 4, WIL 7, PER 2
Durability: 10/10/5/5
Move: sprint 20, run 12, walk 4
Action Check: 7+6/3/1
# Actions: 2
Reaction score: Marginal/1
Mutations: Natural Attack

Attacks
Tail-lash (12/6/3, d6+3s/d4+1w/d4+3w, LI)

Defenses
+1 resistance modifier vs. melee attacks

Skills
Unarmed [12]; Movement [10]: race [11]; Stamina [10]: endurance [12]; Survival [10]; Awareness [7]: perception [9]


Sep

Description: The dreaded sep or “sand shark” is a mutant version of the ocean predator, adapted to life on land. Seps look much like their oceanic cousins, but breathe air and “swim” through sand and sandy soil using telekinesis to push the sand out of their way.

Encounter: Seps can sense vibrations on the surface up to 50 meters way and usually spring suddenly from the ground to bite prey their their powerful jaws. They can just as quickly dive back below the surface, circling around for another attack from a different direction. Once killed, the prey is dragged below-ground and eaten.

Habitat/Society: Seps tend to hunt singly, although they’re sometimes encountered in small “schools” of up to six. They inhabit deserts and other sandy regions.

Game Data
STR 14, DEX 11, CON 13, INT 3, WIL 6, PER 1
Durability: 13/13/7/7
Move: swim 3
Action Check: 8+/7/3/1
# Actions: 2
Reaction score: Marginal/1
Mutations: Telekinetic Flight (modified)

Attacks
Bite (16/8/4, d4+2w/d4+4w/d4+2m, LI)

Defenses
+2 resistance modifier vs. melee attacks
+1 resistance modifier vs. ranged attacks

Skills
Unarmed [14]: brawl [16]; Movement [13]; Stealth [11]: sneak [14]; Awareness [6]: perception [9]; Resolve [6]: physical resolve [10]


Seroon Lou

Description: The seroon lou is a deep green aquatic tree. Its top projects as much as three meters out of the water while it can move about slowly on its mobile roots, and its branches are prehensile. At the top of its stalk is a large eye shaded by several leaves.

Encounter: Unlike the some what similar narl ep, the seroon lou is carnivorous. It seizes rocks and makeshift clubs in its branches and uses them to bludgeon prey to death before dragging them underwater to feed its root cluster.

Habitat/Society: Seroon lou are semi-intelligent, but can’t be bargained with. They sometimes hide among clusters of narl ep, where they spring amushes on their prey.

Game Data
STR 14, DEX 8, CON 14, INT 3, WIL 6, PER 2
Durability: 14/14/7/7
Move: walk 2
Action Check: 8+/7/3/1
# Actions: 2
Reaction score: Marginal/1
Mutations: None

Attacks
Branches (14/7/3, d4+2s/d4+3s/d4+4s)

Defenses
+2 resistance modifier vs. melee attacks
Bark: d4 (LI), d4-1 (HI), d4-2 (En)

Skills
Unarmed [14]; Awareness [6]: perception [9]


Terl

Description: Truly neither fish nor fowl, the terl is a 2 meter long mutant fish covered with brighly colored feathers rather than scales, and capable of breathing air. They are capable of “swimming” through the air via telekinesis.

Encounter: Terl are predators, using their mutations and their vicious bite to bring down their prey. They generally nest in trees, swooping down to attack their prey.

Habitat/Society: Terl are sometimes found in small schools, but usually appear singly. Females lay their eggs in shallow water, where they hatch into immature terl that immediately fly away and never return to the watery environment.

Game Data
STR 10, DEX 10, CON 9, INT 3, WIL 7, PER 1
Durability: 9/9/5/5
Move: fly 36
Action Check: 7+/6/3/1
# Actions: 2
Reaction score: Marginal/1
Mutations: Cryokinesis, Sonic Blast; Telekinetic Flight

Attacks
Bite (10/5/2, d4w/d4+1w/d4+2w, LI)

Defenses
Reflective feathers: d4 (En)

Skills
Unarmed [10]; Acrobatics [10]: flight [11]; Stealth [10]; Awareness [7]: perception [8]


Win Seen

Description: Win seen are ground covering creepers that can spread to cover a large area (as much as 20 meters in diameter). The yellow-green aquatic variety floats freely on the surface of lakes and ponds. The blue-green land variety covers shady areas of ground.

Encounter: Win seen are not intelligent, but they have their own defense mechanisms to protect them from predators. Water win seen emit a sonic blast when touched by another creature. Land win seen are covered with a contact irritant. Characters touching it must make a Constitution feat check: Critical Failure results in a +3 penalty on all actions for 2 rounds; Failure, +2 penalty for 2 rounds; Ordinary, +1 penalty for 2 rounds; Good or Amazing, no effect. Land win seen also exhibit a crude form of magnetic control, forcing all ferrous objects near them to the ground.

Habitat/Society: Win seen are largely harmless when left alone. They’re edible and quite nutritious. A single win seen can be chopped up and cooked down to yield a thick paste that serves as a poison antidote. A dose of it swallowed or applied to a poisoned wound provides a -2 step bonus on the Constitution feat check. A single plant yields ten doses of the antidote.

Game Data
STR 0, DEX 0, CON 6, INT 0, WIL 0, PER 0
Durability: 6/6/3/3
Move: none
Action Check: 0
# Actions: 0
Reaction score: 0
Mutations: (aquatic) Sonic Blast; (land) Poison Attack; Magnetic Control

Attacks
By Mutation

Defenses
None

Skills
None


Zarn

Description: The zarn or “boring beetle” is an insect about 10 centimeters in length with an orange carapace, black limbs and underside.

Encounter: Despite their small size, zarn can be quite dangerous. They attack nearly any warm-blooded creature by spitting a powerful paralytic poison up to 5 meters. The victim must make a Constitution feat check: Critical Failure results in paralysis for d4 days; Failure, 6d4 hours; Ordinary, d4 hours; Good, a +1 penalty to all actions for d4 hours; Amazing, no effect. On the following action, the zarn teleports to a different location, then spits poison again, continuing until its prey is paralyzed. Then it bores through the victim’s skull and lays its eggs in its brain. The eggs hatch in about a week, killing the victim in the process as the grubs consume the brain matter. Zarn eggs can only be removed surgically.

Habitat/Society: Zarn are found thoughtout Gamma Terra and are considered dangerous vermin to be wiped out. They’re most common in wilderness areas, but they’ve been known to infest more civilized parts before their presence is discovered.

Game Data
STR 3, DEX 9, CON 4, INT 1, WIL 6, PER 1
Durability: 4/4/2/2
Move: run 4, walk 2
Action Check: 6+/5/2/1
# Actions: 1
Reaction score: Marginal/1
Mutations: Poison Attack (paralysis); Teleportation

Attacks
Poison (see above)

Defenses
+2 resistance modifier vs. melee attacks
+3 resistance modifier vs. ranged attacks

Skills
Ranged Weapon [9]: spit [11]; Awareness [6]


Zeeth

Description: Zeeth are blades of purple grass that grow up to a meter tall. Mature zeeth have tassles like other grasses.

Encounter: Zeeth have a unique means of reproduction: they can sense the presence of warm-blooded creatures within 20 meters. When they sense one, they attempt to teleport their seeds into the creatures body. The zeeth must make a Willpower feat check, opposed by the character’s Willpower Resistance Modifier. If successful, it has implanted one or more seeds. The character feels a sharp pain, but suffers no damage initially. Treat the seeds as a disease with a strength based on the zeeth’s success with its Willpower feat check (so if the zeeth got a Good result, the seeds are Good strength). After the onset time, the character must make a Constitution feat check, modified by the strength of the seeds. If the character recovers, his body has rejected and destroyed the seeds. A victim that dies becomes host to a new cluster of zeeth, which sprout from the corpse.

Habitat/Society: Zeeth are usually found in clumps or clusters on open plains and clearings in temperate environments. They go to seed in summer, dying out in the autumn and winter, with new zeeth sprouting from their hosts in the spring.

Game Data
Zeeth have no relevant game statistics except as above. They’re more a natural hazard than a creature.