Mutated Animal Table 
Name:     Giant Locusts       "Locus"  insect 1-3 Kg
Number Appearing: 20-50    (1d4+1) x10 Speed: 
12
AC: 
HD: 
2+3 
HP: (avg) 
14 
Color: 
Grey / Green
Covering:
Chitinous Scales
Intelligent Omnivorous 
Predator
Mutations: Heightened Intelligence, Regeneration,  Quill Spines
Stats- (average) 
Mental Str- 8
Int 13 Dex 9  Chr 7  Con 11 Str  8 Radiation   Resistance:  11 Poison Resistance: 11
Description: These domestic cat sized giant flying locusts travel in swarms of 20-50 prefering to eat crops and plants, however, in extreme circumstances they have been known to attack humans and mutants alike stripping the poor victims to the bone of flesh. They  do two attacks, a bite for 1-2 (1d6/3) points of damage, and can throw 2-5 dagger sized spines 1x per week  up to a distance of 6 meters.  The normally use the spines attacking en'masse to cut down vegetation and mutated plants. Once a year, in the springtime the Locus will swarm to form new hives. During this Hiveswarm time they will be encountered in numbers of 80-400 and they will attack anything in their path (To use as food, for the new hive).
 Mutated Animal Table 
Name:     T' Larryn ( Giant Black Lizards) reptile 3 Kg
Number Appearing: 3-36   (3d12) Speed: 
15
AC: 
HD: 
3+22 hp 
HP: (avg) 
34 
Color: 
Black
Covering:
Scales
Unintelligent Predator
Reptile
Mutations: Hieghtened Constitution, New Body Parts (2 extra legs + teeth)
Stats- (average) 
Mental Str- 9 (12) 
Int 5 Dex 8  Chr 3  Con 8 (11)  Str 9 Radiation   Resistance:  14 Poison Resistance: 18
Description: These small tough six-legged reptiles are just over 1 meter long were once just garden lizards that grew larger and also grew two additional legs resulting in increased speed and in the ability to rise up on their haunches and make up to 4 claw attacks (1d4 damage) plus a bite for 2-5 pts of damage per melee round. If more than 2 claw attacks are successful, the T'Larryn will grasped their victim and will automatically hit with a bite attack in the subsequent melee round. T'larryn live in nomadic breeding broods that travel whenever they exhaust the food supply in a given area. They prefer a swarm attack technique and are prolific breeders. A typical T'larryn community can double in size every six weeks for as long as the food supply holds up.
 Mutated Animal Table 
Name:     "Bahrz"  Colorado Black Bear 150 Kg
Number Appearing: 1-4   (1d4) Speed: 
6
AC: 
HD: 
HP: (avg) 
21 
Color: 
Black
Covering:
Black Fur / Skin
Intelligent
Omnivorous
Mammal
Mutations: Regeneration, Light Generation, Chameleon Powers, Partial Carapace, Mental Control, Heightened Intelligence x2, Teleportation
Stats- (average) 
Mental Str- 12 (16)
Int 9 (12) Dex 14  Chr 6  Con 7 Str 13 Radiation   Resistance:  7 Poison Resistance: 7
Description: These Intelligent black bears are fearsome opponents if provoked with the ability to camouflage itself and blend into the surrounding terrain, and with the ability to regenerate up to 30 hit points a day. The Bahrz have a protective armored shell around their ribcage and upper back as well. In Combat the Bahrz preferred attack method is to generate a light flash, then select one target that still has vision for mental control. If threatened with death the Bahrz will automatically teleport to their den. If surprised, they can still attack as a traditional bear doing 1d4, 1d4, 1d6 of damage (Claw, Claw, Bite) plus a 3d6 crush hug if both foreclaws hit. There is always a 40% chance there are 1d4 additional bears in the immediate vicinity of a Bahrz as the Bahrz has taken upon itself the task of serving as a protector for the normal bear population. When encountering any bears in the Rocky Mountains, there is also a 10% chance one or more Bahrz are present as well. Bahrz sometimes will go into population centers to trade information for goods and services. Bahrz are especially aggressive with hunters and trappers. 
 Mutated Animal Table 
Name:     Giant Timber Rattlers "Hi - Snake" 25Kg
Number Appearing: 1-3    (1d6/2) Speed: 
9/18
AC: 
HD: 
4-1 
HP: (avg) 
15 
Color: 
Grey / Green
Covering:
Scales
Intelligent
Predator
Reptile
Mutations: Physical Enlargement, Heightened Intelligence, Regeneration, Bacteria Resistant, Hieghtened Strength, Heightened hearing, Lightwave Manipulation
Stats- (average) 
Mental Str- 7+4
Int 5+3 Dex 12  Chr 5  Con 12 Str 11+3 Radiation   Resistance:  12 Poison Resistance: 12
Description:  Hi - Snakes are extremely Large Timber Rattlesnakes with the ability to become invisible at will. They are immune to laser and light based attacks of any kind.  They attack by striking (Speed 18) do 2-5 points of damage and inject a poison ( 7 Strength) in their victim. If the Hi - Snake succeeds in biting a target, its' unusual strength will allow it to fling a man sized victim 3-6 Meters doing an additional 3d6 of crush or bash damage the following melee round. Because of its' hieghtened hearing Hi -Snakes are almost never surprised. These solitary snakes are found everwhere in the Rocky Mountains and will attack men, mutants, and other animals at will, and especially during molting season (Spring & Fall) when they are near to being totally blind. Hi-Snakes hibernate during the winter.
 Mutant  Table 
Name:    " Dillonsfolk"  avg weight: 45 Kg
Number Appearing:     2-12 (2d6) typical Speed: 
12
AC: 
varied 
HD: 
varied 
HP: (avg) 
varied 
Color: 
Skin tones
Covering:
Skin
Intelligent
Human
Mutant Species
Mutations: Pyrokinesis, Force Field Generation, Death Field Generation, Wieght Decrease (D) Taller or  Shorter,  Light Generation, Gas Generation: Paralysis Musk,  Quill Spines
Stats- (average) 
Mental Str- 3-18 3d6
Int 
3-18
Dex  3-18  Chr 3-18  Con 
3-18 -2
Str 
3-18
Radiation   Resistance:  3-18 Poison Resistance: 3-18
Description: Attack by weapon type or Mutation. It is easy to see how the Dillonsfolk survived repeated attacks by their racial enemies, the 1-4 Knights of Genetic Purity. Once-in-awhile the Dillonsfolk will mount raids on 1-4 territories to the south. They venture to the Mormon communities to the west, and conduct trade in Blackhawk/Central City and with the miners of Idaho Springs as well as maintaining an Embassy and trade center in Boulder. Dillonsfolk are relatively peaceful people for Gamma World and will trade and parley with most pure strain humans and with other mutants as well. They come from the Towns of Dillon, and Vail.
 Mutant  Table 
Name:    "Hwan-Hul"  avg weight: 45-95 Kg
Number Appearing:     2-12 (2d6) typical Speed: 
12
AC: 
varied 
HD: 
varied 
HP: (avg) 
varied 
Color: 
Albino,
White
Covering:
Skin
Intelligent
Human
Mutant Species
Mutations: Heightened Intelliegence x2, Regeneration, Dual-Brain, Heightened Brain Talent, Magnetic Control, Illusion Generation
Stats- (average) 
Mental Str- 3-18 3d6
Int 
3-18
Dex  3-18  Chr 3-18  Con 
3-18 -2
Str 
3-18
Radiation   Resistance:  3-18 Poison Resistance: 3-18
Description: Attack by weapon type or Mutation. The silver haired Albinos are naturally talented mutant leaders with a nose for technology and with exceptional abilities to lead, organize, and motivate other mutants. The Hwan - Hul are easily identifiable by their albino skin and/or their natural  white fur coat. They generally avoid combat relying on subterfuge, illusion, deception, and their followers to achieve their goals. They work to protect all living species, and are commonly found in the front range communities of Boulder, Castle Rock, and Monument. The Hwan-Hul maintain an embassy and a buddhist temple in Boulder.
 Mutant Plant / Vegetation Table 
Name:  "Sprucers" Mutated Blue Spruce Trees
Number Appearing:     30-300 (1d10x30) Speed: 
0
AC: 
HD: 
1-8 
HP: (avg) 
varied 
Rad Resistance
12
Poison Resistance
9
Unintelligent
Mutant Tree
Species
Mutations: Spore clouds, Infrared sight, Razor edged leaves, Tangle vines, Color sensitive and imitation, Explosive cones.
Mental Strength: 12
Description: These trees can change at will to appear as any other trees. The Sprucers possess an infrared sight and can detect approaching enemies. The razor edged tree needles will do 10d6 damage every round to any person or mutant foolish enough to try to climb the trees. When attacked, the trees will attempt to defend themselves by disguising themselves as other trees. If 
that fails they will use the tangle vines to slow attackers down, and the trees will also drop 1d4 pinecones per HD that will detonate on impact and do 1d6 fragmentation damage each. They also can release poisonous yellow mold spore clouds (Intensity 5 Poision) once per month.
 Mutant Plant / Vegetation Table 
Name:  Giant Cottonwood Trees
Number Appearing:     30-300 (1d10x30) Speed: 
0
AC: 
HD: 
100-600+ 
HP: (avg) 
varied 
Rad Resistance
11
Poison Resistance
6
Unintelligent
Mutant Tree
Species
Mutations: Increased Size.
Mental Strength: 14
Description: These enormous trees grow in size quickly and can grow as tall as 200 Meters. Groves of 30-300 can be found throughout Colorado. The fast growing trees serve as a renewable source of both construction material and fire fuel in many high mountian communities. While the trees have no attack capabilities, it it unwise to remain the groves in heavy winds or when lightning storms are around.
 Mutant Plant / Vegetation Table 
Name:  "Aspers" Mutated Aspen Trees
Number Appearing:     2-16 (2d8)  Speed: 
1
AC: 
HD: 
1-8 
HP: (avg) 
varied 
Rad Resistance
14
Poison Resistance
16
Unintelligent
Carnivorous Mutant Tree
Species
Mutations: Boring Tendrils, Saw Edged Leaves, Size Increase, Smell, Mobility, Aromatic Powers
Mental Strength: 15
Description:  Amongst the most dangerous trees in Colorado, these larger than average carniverous trees can grow in size to 30 Meters and move as much as a Kilometer a day. These trees attract animals, mutants, and humans into their grove with pheremones (Aromatic powers) and then attack by swiping at a target with branches bearing 1-10 saw edged leaves that do 1d6 of damage each. Each tree also has 1d4 boring tendril roots as well, the roots rise out of the ground attacking a victim doing 2d6 of boring damage in the first round the trees successfully attacks. The tree will then drain all the life fluids out of a person or mutant struck in this manner doing 2d6 of additional damage each round until the boring roots are severed or the tree is dead.
 Mutant Plant / Vegetation Table 
Name:  Carniverous Ragweed
Number Appearing:     10-100 (1d10x10) Speed: 
0
AC: 
HD: 
HP: (avg) 
Rad Resistance
18
Poison Resistance
6
Unintelligent
Mutant Weed
Species
Mutations: Dissolving Bacterial Juices, Radiated Plant Fibre
Mental Strength: 8
Description: This ragweed is indistinguishable from the millions of other ragweed bushes that are common on the plains of Colorado. In addition to giving off an intensity 8 sleep and/or allergy causing poison anyone approaching these weeds are subject to an intensity 3-12 (1d4x3) Radiation blast. The weed roots emit a flesh dissolving bacteria into the soil that dissolves dead tissue and that does 5d6 points of damage per round to unprotected skin exposed to the bacteria. The weeds eat the dead that fall in the bacteria infested areas around the weeds (2 meter radius from weeds). This dangerous ragweed is common in areas of the front range especially in areas surrounding the forbidden dead zones.

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