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A Field Guide To Doomsday Presents... Devastation Drive-In (2011) (2018 Reformat)

A Field Guide to Doomsday presents a collection of bizarre and dangerous creatures for role-playing games set in post-apocalyptic settings. The document details various monsters, including their characteristics, abilities, and the unique mutations they possess, all designed to enhance gameplay in mutant and wasteland scenarios. It serves as a supplement for RPG enthusiasts looking to incorporate horror and science fiction elements into their campaigns.
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0% found this document useful (0 votes)
19 views62 pages

A Field Guide To Doomsday Presents... Devastation Drive-In (2011) (2018 Reformat)

A Field Guide to Doomsday presents a collection of bizarre and dangerous creatures for role-playing games set in post-apocalyptic settings. The document details various monsters, including their characteristics, abilities, and the unique mutations they possess, all designed to enhance gameplay in mutant and wasteland scenarios. It serves as a supplement for RPG enthusiasts looking to incorporate horror and science fiction elements into their campaigns.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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A Field Guide To Doomsday Proudly Presents…

Devastation
drive-In
A Spooky Celluloid Supplement for Gamma Worlds,
Mutant Futures, and Post-Apocalyptic Wastelands
Justin S. Davis
2011
Blame UHF-Era Monster Movie
Marathons, Fangoria Magazine, and
Unsupervised Visits To The Video Store.

Written With Mutant Future In Mind,


But Any Nuke-Goofy RPG Will Do.
Now Playing
Blood Beach (1980) ................................................................................. 2
Blood Freak (1972) ................................................................................ 4
Carnosaur (1993)................................................................................... 6
Godmonster Of Indian Flats (1973) ......................................................... 10
It’s Alive (1974) ..................................................................................... 12
It’s Alive III: Island Of The Alive (1987).................................................... 14
Man’s Best Friend (1993) ........................................................................ 16
Octaman (1976) ..................................................................................... 18
Piranha II: Flying Killers (1981)............................................................ 20
Prophecy (1979) ....................................................................................22
Robot Monster (1953)........................................................................... 24
Slithis (1978) ....................................................................................... 28
Sting Of Death (1966) ............................................................................ 32
The Astro-Zombies (1968)...................................................................... 34
The Being (1983) ................................................................................... 36
The Boogens (1981) ............................................................................... 40
The Children (1980) .............................................................................. 42
The Incredible Melting Man (1977) ......................................................... 46
The Killer Shrews (1959)....................................................................... 50
The Stuff (1985) ................................................................................... 52
Uninvited (1988) ................................................................................... 58

~1~
~2~
Beachteeth
No. Enc.: 1 (1)
Alignment: Neutral
Movement: 15’ (5’)
—Burrow: 30’ (10’)
Armor Class: 0, or 9 (see below)
Hit Dice: 7
Attacks: 1 (bite)
Damage: 3d6 + special
Save: L4
Morale: 11
Hoard Class: VII, VIII
XP: 1,140

It's taken centuries for the oceans to recover from the damage
inflicted by the The Ancients, and the beaches are once again pristine and alluring...

...BUT CERTAIN DEATH AWAITS THOSE WHO DARE TROD UPON THE SHIFTING,
SHIMMERING SHORES!!!

Beachteeth (both singular and plural) are 15'-20' long annelids that dwell beneath coastal sands. Ambush
predators, they lie in wait for unsuspecting prey to walk atop them...which they then suck down into their
inescapable maws.

With a successful hit, a beachteeth latches onto the feet of its prey, and slowly gnaws it to death from the
bottom up. Each round, the victim takes an automatic 3d6 damage, and is dragged downward 1' into the
sands. When the dragging depth exceeds the victim's height (typically around 6', at the end of 6 rounds), the
victim perishes instantly due to a combination of being eaten alive and suffocation.

Escaping from a beachteeth is next to impossible. Not only is there really no way to hurt the submerged
creature (they have an effective 0 AC when underground), but any damage that does manage to get through
is split equally between both the beachteeth and its vulnerable victim!

When not hunting, beachteeth lair in seaside ruins or ocean caves, where they surface to store
regurgitated kills for later re-consumption. They must surface to disgorge their stomach contents, and
this is when they're vulnerable, having an effective surfaced AC of 9.

During the summer months, beachteeth spawn 4d6 eggs beneath the sands, which hatch in 1d4 weeks into
1 HD young.

Mutations: None

~3~
~4~
Hemogobbler
No. Enc.: 1 (1)
Alignment: Neutral
Movement: 120’ (40’)
Armor Class: 5
Hit Dice: 9
Attacks: 3 or 1 (2 fists, 1 peck, or weapon)
Damage: 2d4 / 2d4 / 1d10, or by weapon +2
Save: L7
Morale: 10
Hoard Class: VI, IX
XP: 1,700

In the Mutant Future, many desperate souls turn


to pharmacological agents and illicit substances to
dull the pain of their arduous existences. But those
that do....

…FIND THEMSELVES IN THE SANGUINARY SIGHTS OF A BLOOD FREAK!!!

Hemogobblers are powerful, 6'-7' tall beings with the bodies of men and the feathered heads of
fanged turkeys. They prowl impoverished
communities and slums in search of the only
substance that can keep them alive: the
tainted blood of addicts and junkies.
Ordinary, “pure” blood is toxic to a
hemogobbler.

Most hemogobblers are intelligent enough to


disguise themselves with clothing while
hunting, and use melee weapons (particularly
power tools). And their incessant gobbling
changes pitch according to their moods and
desires.

Any PC that eats poisoned, radioactive, or


chemically-treated poultry has a 20% chance
of becoming a hemogobbler themselves!

Mutations: Unique Sense (Detect Drug-Use)

~5~
~6~
Disease: Carnovirus

Save Modifier: -5
Infection Duration: 1d3+1 days
Affected Stats: STR -3, DEX -3, CON -3,
INT -1
Damage Per Day: 1d10 + special

As the Ancient, war-ravaged earth gasped its


last from pollution,
overcrowding, environmental collapse, and
mass animal extinctions, some Ancient
scientists dreamed of restoring the earth to a pristine Garden Of Eden...

...BY UNLEASHING A VIRUS THAT WOULD RETURN THE WORLD TO THE


PRIMORDIAL EPOCH RULED BY THE DINOSAURS!!!

Of all the Ancient bioweapons, perhaps the most demented is the carnovirus, a genetically
modified contagion spread through poultry meat and eggs.

In Pure Human males, the disease manifests much like common influenza, with fevers, aches,
nausea, and general weakness.

But in Pure Human females...oh, heavens, the poor human females! They, too, suffer the flu-like
effects...but also become spontaneously pregnant, and ready to deliver at the end of the 1d3+1 day
duration.

And what they deliver is a nightmare. On 1-5 on 1d6, an infected woman gives "birth" to an 18"
long, blackish-green, slime-encrusted, hard-shelled egg, and then she falls into a coma. The egg
hatches into an infant 1 HD carnosaur (see below) in 1d4 hours, which grows to full adulthood in
1d4 days.

On a 6 on 1d6, though...the egg hatches inside the infected woman, and the reptilian beast gnaws
and rends its way through her abdomen to freedom. Death of the host is instantaneous.

The only cure for carnovirus is an injection of the original viral serum, which can be found hidden
in the depths of military installations, biolabs, or automated chicken hatcheries and/or processing
plant.

~7~
~8~
Carnosaur
No. Enc.: 1d4 (1d8)
Alignment: Neutral
Movement: 165’ (55’)
Armor Class: 5
Hit Dice: 4
Attacks: 3 (2 claws, 1 bite)
Damage: 1d6 / 1d6 / 1d8
Save: L3
Morale: 11
Hoard Class: None
XP: 245

Carnosaurs are green-hued, man-sized reptiles that hunt


in packs. They are methodical, patient, and cunning, and
surprise prey on a 1-3 on 1d6. They also get +1 to all
Initiative rolls, due to their speed.

Rumors persists that, if provided with enough food, a carnosaur will ultimately grow into a full-
sized tyrannosaurus rex [as per p. 100 of the Labyrinth Lord Core Rules]....

Mutations: Enhanced Vision (Night Vision)

~9~
~ 10 ~
Bleast
No. Enc.: 1 (1d4)
Alignment: Neutral
Movement: 60’ (20’)
Armor Class: 7
Hit Dice: 6
Attacks: 3 (2 claws, 1 bite)
Damage: 1d10+4 / 1d6-4 / 1d4
Save: L3
Morale: 8 (or 11)
Hoard Class: None
XP: 820

Everything The Ancients knew about history, the


sciences, and their role in the cosmos shattered
upon the discovery of bizarre fossils that
indicated Homo sapiens may not have evolved from
primates at all...

...BUT INSTEAD, FROM BIPEDAL,


PHORPHORUS-SPEWING SHEEP-BEINGS!!!

Bleasts are freakish, 7'-8' tall ovines with hefty frames covered in matted, mangy wool. No one knows if
they evolved from sheep, or if sheep devolved from them...or how mankind factors into the genetic mix, as
the creatures possess just enough throwback human DNA to provide primitive intelligence and
empathy. Such genetic anomalies also warp their limbs, making the creatures ponderous and clumsy;
consequently, bleasts suffer -2 to all To Hit rolls, and one
claw always does more damage than its stunted fellow.

Three times per day, a bleast can exhale a 15' long, 15'
wide cone of Class 4 phosphorus gas, to which it (and all
other bleasts) are immune. And when reduced to 0 Hit
Points, a bleast in its death throes expels its gaseous
reserves into a lethal Class 13 cloud 25' in diameter.

When treated with kindness and gentleness, or coaxed


with sinuous dancing, a bleast will bond with a Pure
Human or Mutant Human female. But if abused or
provoked, it will lash out with a wrathful, Morale-11-
fueled fury.

Ordinary pregnant sheep exposed to too many


environmental contaminants have a 15% chance of giving
birth to a bleast.

Mutations: Frailty (Malformed Limbs) [D], Toxic


Weapon ("Phosphoric Cloud")

~ 11 ~
~ 12 ~
Fangbaby
No. Enc.: 1 (1d3)
Alignment: Neutral
Movement: 120’ (40’)
Armor Class: 2
Hit Dice: 4
Attacks: 3 (2 claws, 1 bite)
Damage: 1d6+2 / 1d6+2 / 1d10
Save: L4
Morale: 11
Hoard Class: None
XP: 245

Even in the forlorn Mutant Future, the arrival of a


newborn is a blessed event...

...UNLESS THE INFANT IS A MALIGNANT


MACHINE OF MURDEROUS
MALEVOLENCE!!!

Fangbabies are some of the most tragic—and horrific—denizens of the Mutant Future. These creatures
have bulbous heads, pallid skin stretched too tightly over their frames, razored claws, and needle
teeth. They are agile and spry, and can leap and pounce like primates.

Fangbabies are born to those exposed to overwhelming environmental hazards. If a pregnant Pure Human
fails any 3 Saving Throws Versus Radiation, Poison, Energy, or combination thereof in the same day, there
is a 30% chance that the offspring will be born as a fangbaby.

Most authorities attempt to slay newborn fangbabies the instant they're delivered, but the confused,
frightened creatures always fight back...and gain +3 To Hit and +3 Damage per attack within the first hour
of birth. They are never a threat to their parents.

If a fangbaby is forcibly separated from


its parents (whether to be caged, sent off for
study, or banished into the wilds), the creature
will unfailingly escape, and relentlessly—and
murderously—make its way home. Their Know
Direction mutations always take them directly to
their sires.

And as if fangbabies weren't terrible enough, just


wait until they grow up....

Mutations: Know Direction (Modified),


Negative Empathy [D]

~ 13 ~
~ 14 ~
Fangfreak
No. Enc.: 1d4+1 (1d4+1)
Alignment: Neutral
Movement: 120’ (40’)
Armor Class: 5
Hit Dice: 12
Attacks: 3 (2 claws, 1 bite)
Damage: 1d12 / 1d12 / 2d8
Save: L12
Morale: 11
Hoard Class: VII
XP: 3,600

Some communities are known to abandon


their fangbabies into the wilderness, to let Nature
run its course...

...but, against all odds, not only do they survive,


they thrive...

…AND MULTIPLY!!!

Wild fangbabies congregate in small groups for protection, and in a mere 4-5 years, grow into
fully mature fangfreaks. These primitive,
hulking beings are ferocious when
threatened, and have no compunction against
devouring their fallen foes. They are also
brutally cunning, which is only enhanced by
their mind-reading abilities.

In any group of fangfreaks, there will be 1d2


fangbaby infants. And fangfreaks recognize
that the harsh, cruel wastelands of the
Mutant Future are no place to rear
children...so in an ironic and tragic
twist, they often leave their own monstrous
offspring on the doorsteps of the very same
Pure Human villages in which they
themselves were born, hoping the little ones
will be adopted and accepted by their
grandparents....

Mutations: Know Direction (Modified), Mental


Telepathy, Negative Empathy [D]

~ 15 ~
~ 16 ~
Composi-Dog
No. Enc.: 1 (1d4)
Alignment: Neutral
Movement: 420’ (140’)
—Climb: 45’ (15’)
Armor Class: 6
Hit Dice: 5
Attacks: 1 (bite)
Damage: 2d4+6
Save: L4
Morale: 10
Hoard Class: None
XP: 1,400

Since the dawn of time, humanity and canines co-evolved for mutual benefit...

...until the day that the beasts advanced far past their human masters...

...TURNING MAN'S MOST LOYAL COMPANIONS INTO THEIR GREATEST ENEMIES!!!

Composi-dogs are the end results of demented Ancient science intended to create the ultimate protector
animal. They resemble ordinary mastiffs...but they are far, far more, indeed, as their genetic code is an
unholy chimeric stew.

Composi-dogs' physical strength rivals that of bears and tigers...and speaking of big cats, they can climb
vertical surfaces like jaguars, and run as fast as cheetahs. Composi-dogs see as well as owls; they bound
over obstacles like jackrabbits; they camouflage themselves like chameleons. Rattlesnakes are even
included in their genetic heritage, as the horrible hounds can both distend their jaws to swallow small prey
whole, and excrete a Class 6 poison (which manifests as corrosive bodily waste).

As if their physical abilities weren't terrifying enough, composi-dogs are uncannily intelligent. They
can open doors and windows with ease, and disable vehicles and machinery by cannily finding—and
chewing through—critical components. They
even understand up to a dozen different languages...but
whether they decide to obey is a different matter entirely.

Composi-dogs are usually encountered in Ancient


laboratories or military installations. If freed by a PC, the
grateful canine will bond with its savior. However...the
dog is ferociously jealous of its new master, and will
slowly—and insidiously—remove all other adults in that
same individual's life...often by extreme means. (The word
"adults" is crucial, as composi-dogs don't target children, but
not because of any particular fondness for tykes; no, it's
simply because they don't view them as threats...yet....)

Mutations: Chameleon Epidermis, Combat Empathy,


Increased Sense (Hearing), Increased Sense (Smell),
Increased Sense (Taste), Increased Sense (Vision),
Quickness, Toxic Weapon ("Acid-Urine")

~ 17 ~
~ 18 ~
Octaman
No. Enc.: 1 (1)
Alignment: Neutral
Movement: 75’ (25’)
—Swim: 75’ (25’)
Armor Class: 8
Hit Dice: 10
Attacks: 5 (4 tentacles, 1 bite)
Damage: 1d8 / 1d8 / 1d8 / 1d8 / 1d4
Save: L10
Morale: 10
Hoard Class: VII
XP: 3,800

In the arid wastes of the Mutant Future, a watery oasis is a rare treasure, indeed...

...UNLESS IT IS HOME TO AN ANTAGONISTIC, AMOROUS, EIGHT-ARMED ABOMINATION!!!

The rubbery, aggressive octamen lurk in isolated bodies of (fresh, or polluted) water located in scrublands,
arid hills, and deserts. They fiercely guard their territories, and attack any intruders on sight...and will
trudge miles through the grit and brush to hunt those that escape their clutches.

An octaman lashes out with 4 powerful tentacles. If any 2 successfully strike the same target in the same
combat round, the victim must make a Saving Throw Versus Stun, or be knocked unconscious for 1 full
Turn. And an octaman's Body Adjustment mutation automatically activates any time it
makes contact with water (including rain and bottled liquids).

Octamen lapse into a fugue state if they are exposed to strobing/moving lights—flashlights, camera
flares, warp-field weapons being waved back and forth, etc.—for 2 consecutive combat rounds (during
which the creatures still attack). After the last "flashing action" of the 2nd round, they are effectively
Confused, and rendered helpless for 1d6+1 rounds afterwards.

Octamen are obsessed with Pure Human,


Mutant Human, or Android females with
CHA scores of 13 or higher, and kidnap
them when at all possible. Why they
behave this way is a mystery, as the
creatures seemingly reproduce
asexually, as evidenced by the presence
of 1d6 "octaspawn" (1 HD infants that
resemble standard octopodes) that dwell
in the same ponds.

Mutations: Aberrant Form (Lungs and


Gills), Body Adjustment (Modified),
Frailty ("Strobe Hypnosis") [D]

~ 19 ~
~ 20 ~
All-Terrain Piranha
No. Enc.: 2d6 (4d10)
Alignment: Neutral
Movement: 3’ (1’)
—Fly: 120’ (40’)
—Swim: 150’ (50’)
Armor Class: 4
Hit Dice: 1
Attacks: 1 (bite)
Damage: 1d8
Save: L2
Morale: 12
Hoard Class: None
XP: 16

In times of war, The Ancients flooded the rivers and lakes of their foes with all manner of baleful
beasts...

...BUT THEY DIDN'T ALWAYS STAY IN THE WATER!!!

An unholy blend of piraña, grunion, and flying fish, the 2' long, dark-hued, all-terrain piranha is
yet another aquatic abomination unleashed by the Ancient bioweapons program known
as Operation: Razorteeth.

While perfectly at home in any type of water—fresh, salt, and even polluted—they often take to
the air to hunt terrestrial prey. All-terrain piranhas can survive indefinitely on land, and often lurk
in ambush from inside the carcasses of half-devoured victims.

Ancient canisters of all-terrain piranha eggs may still be buried in the muck and mire of the Mutant
Future. Woe be to any settlement whose waterways become infested...!

Mutations: Aberrant Form (Gills and Lungs), Complete Wing Development

~ 21 ~
~ 22 ~
Grodiak
No. Enc.: 1d4 (1d4)
Alignment: Neutral
Movement: 135’ (45’)
—Swim: 60’ (20’)
Armor Class: 5
Hit Dice: 9
Attacks: 3 (2 claws, 1 bite)
Damage: 1d10 / 1d10 / 1d12
Save: L6
Morale: 12
Hoard Class: VII
XP: 4,500

As The Ancients stripped the forests of trees and flooded


the rivers with toxins, Nature found a way to adapt to the
damage...

...BY SPAWNING HIDEOUS AND HORRIFIC


ABOMINATIONS HUNGERING FOR HUMAN
FLESH...AND SAVAGE VENGEANCE!!!

Grodiaks are gruesome, hulking ursines that stand a towering 15' tall, and they walk—and sprint—
exclusively on their hind legs. Their hideous bodies are riddled with sores and growths, and their skin
sloughs off in rancid sheets.

The beasts are relentless combatants. Not only do grodiaks get +1 To Hit with all attacks, but they squeeze
their prey for an additional 3d6 damage if both claws successfully hit in the same round. They can also
hold their breaths for up to 1 hour underwater, and
fight without hindrance when submerged.

Grodiaks reproduce rapidly (going to term in 1d3 months),


and usually give birth to sets of twins. Each encounter
involving adults will also include 1d2 young.

Interestingly, the same contaminants that give rise to


grodiaks also impact the native fauna around their
dens. In a 2 mile radius around a grodiak lair, the ordinary
fish, amphibians, and rodents grow many times their size
(typically reaching 1-3 HD)...and, even worse, they
become bold and aggressive, with their Morale scores
bumping to 10-12 and damage increasing by +1 per die.

Mutations: Bizarre Appearance (Burns, Tumors, and


Wounds) [D]

~ 23 ~
~ 24 ~
Setting Seeds: Robot Monsterpocalypse
Once The Ancients unlocked the secrets of atomic energy, it was only a matter of time until they
discovered the most powerful weapon in the known universe: the Cosmic Ray! Intergalactic
beings known as the Ro-Mans took notice, however...

...and decided that it was necessary to neutralize the threat posed by homo sapiens...

...BY ANNIHILATING THE ENTIRE HUMAN RACE...AND THEN DESTROYING THE


EARTH ITSELF JUST TO BE THOROUGH!!!

An entire Mutant Future setting can be designed around an apocalyptic invasion from space by the
Ro-Mans. The ape-bodied mechanoids hail from the farthest reaches of space, and wield
wondrous technologies that seemingly defy all scientific laws and principles: teleporters, infinite-
distance sensors and communicators, planet-eradicating weaponry, and even time machines.

In one potential Mutant Future, the Ro-Mans landed and laid waste to entire cities with their
calcinator beams (or C-Rays), which instantaneously caused all of Earth's cities to crumble, and
all life forms "above lepidoptera level" within to perish.

The only defense against the effects of the calcinator beam is an inoculation from an extremely
rare antibiotic serum that makes the recipients immune to all diseases...and, inadvertently, to death-
rays from space. So, those given the injections are now the last people on the planet, eking out
meager existences in the ruins of civilization...all the while hiding from the Ro-Man hunters sent
to exterminate them!

~ 25 ~
Ro-Man
No. Enc.: 1 (1)
Alignment: Chaotic
Movement: 60’ (20’)
Armor Class: -2
Hit Dice: 350 hp
Attacks: 2 or 1 (2 fists, 1 beam)
Damage: 2d10 / 2d10, or special
Save: L20
Morale: 10
Hoard Class: XVI, XVII, XIX, XXI, XXII
XP: 20,000

A Ro-Man is a stocky, 7' tall extraterrestrial


construct with a gorilla-like body and a helmet-
like head. They have computerized minds and
sensors.

Ro-Mans [sic] are powerful physical combatants,


pummeling with mighty fists...and if both
fists successfully hit in the same round, they can squeeze its target for an additional 2d12
damage. But their brute strength is almost an afterthought when compared to their godlike
powers.

A Ro-Man can detect and focus on any and all sentient life on a planet, right down to the specific
location of any given individual. It is immune to all attacks and damage from any man-made
weapon ("the arms of the entire world tried and
failed..."), and all forms of disease, poison, and
energy. And one cannot forget
their individual calcinator rays, which burst forth
in a 100' radius and kill everything larger than a
moth not treated with a special vaccine...with
no Saving Throw allowed. Ro-Mans are immune
to the effects of their fellows' C-Rays.

There are only 3 ways to defeat a Ro-Man: bypass


its logic core with philosophical musings and
emotional quandaries (in other words, teach it how
to be "a hu-man"), entice it with a female Pure
Human with a CHA of 13+, or have it be
destroyed at the hands of its commanding officer,
a being known as a Great Guidance....

Mutations: Unique Mutation ("Calcinator


Beam"), Unique Sense ("Life-Sense")

~ 26 ~
Ro-Man – Great Guidance
No. Enc.: 1 (1)
Alignment: Chaotic
Movement: 60’ (20’)
Armor Class: -4
Hit Dice: 550 hp
Attacks: 2 or 1 (2 fists, 1 beam)
Damage: 3d10 / 3d10, or special
Save: L20
Morale: 11
Hoard Class: XVI, XVII, XIX, XXI, XXII
XP: 40,000

A Great Guidance is the intergalactic commander of


the Ro-Mans. It possesses all of a typical Ro-Man's
abilities and defenses, plus three unique powers.

First, a Great Guidance's C-Ray not only has twice the radius, but it is powerful enough to instantly
slay a Ro-Man.

Second, a Great Guidance can unleash cosmic tube rays, which open vortices into the prehistoric
past and draws forth 2d10 dinosaurs into the present. These reptiles berserkly devour every living
thing—animal and vegetable—they encounter.

And, lastly, a Great Guidance can bombard a planet with "cyclotronic vibrations" strong enough
to "knock [it] out of the universe." These beams can vibrate an Earth-sized body to dust in only
3d4 rounds.

All of the above powers have no maximum range, and can be broadcast across space, and through
communications media (vid-screens, etc.).

Unfortunately, the computers governing the Great Guidances are the most advanced in the cosmos,
so appeals to emotion, reason, or philosophy go ignored. Great Guidances are beings of pure
intellect and drive, and never fall prey to human manipulations.

Mutations: Unique Mutation ("Calcinator Beam"), Unique Mutation ("Cyclotronic Vibrations"),


Unique Mutation ("Cosmic Tube Rays"), Unique Sense ("Life-Sense")

~ 27 ~
~ 28 ~
Environmental Hazard: Slithis
As the nuclear plants of The Ancients fell to disuse and disrepair, they began to leak radioactivity
into the sky, the soil, and the water...

...and not only did the liquid absorb the powerful atomic energies...

...IT BEGAN TO ABSORB EVERY LIVING THING—ANIMAL, VEGETABLE, AND


MINERAL—WITH WHICH IT CAME INTO CONTACT!!!

Slithis is a protoplasmic "organic mud" found downstream from Ancient nuclear power plants. It
is both organic and inorganic, and emits slight Class 1 radioactivity. (Prolonged, long-
term exposure, however, causes tumors, deformations, and even death.)

Pools of slithis are passive hazards much like tarpits...but those that fall into their depths not only
drown, but are also absorbed and assimilated upon death. Bacteria; algae; animals; humanoids: all
are incorporated into the slithis...and the slithis then takes on its victims' characteristics!

When a slithis pool has absorbed 25 HD of living things, the goo coalesces into
a monstrous, ambulatory, carnivorous...thing. All manner of mutants can arise from slithis
[meaning the Mutant Lord can use it as a default, all-purpose monster maker], but the most
typical result is an amphibious humanoid with an overpowering hunger for flesh and blood....

~ 29 ~
~ 30 ~
Spawn Of The Slithis
No. Enc.: 1 (1)
Alignment: Neutral
Movement: 75’ (25’)
—Swim: 45’ (15’)
Armor Class: 3
Hit Dice: 10
Attacks: 2 + special (2 claws)
Damage: 2d6 / 2d6, + special
Save: L7
Morale: 12
Hoard Class: None
XP: 3,800

Spawns of the slithis are doughy, lumbering beasts


that stalk waterways, sewers, and Ancient
ports. They arise from pools of slithis, but migrate
away in search of live prey.

Spawns of the slithis devour anything they catch,

but relish mammalian viscera most of


all. If a spawn of the slithis
successfully strikes with both claws in
the same round, it savages its
victim's abdomen for
2d8+4 damage. Once tearing into the
innards, the creature fixates
on feasting (doing only automatic
2d8+4 biting damage each round),
and ignores all other incoming
attacks. Only when the prey item is
dead will the spawn of the slithis move
on to other foes.

The creatures regenerate rapidly when


submerged; in fact, the worst way to
dispose of a vanquished spawn of the
slithis is to dump it back into the waters
from whence it came...!

Mutations: Aberrant Form (Gills and


Lungs), Pain Insensitivity [D],
Regenerative Capability (Modified)

~ 31 ~
~ 32 ~
Man O’ Were
No. Enc.: 1 (1)
Alignment: Chaotic
Movement: 75’ (25’)
—Swim: 75’ (25’)
Armor Class: 7
Hit Dice: 9
Attacks: 2 (2 claws)
Damage: 1d8 / 1d8, + poison
Save: L8
Morale: 10
Hoard Class: XV
XP: 3,100

Ancient scientists seemingly had no scruples or


morality, and would explore every avenue of unhinged
science...

...and in laboratories hidden deep in the darkest


swamps, they combined sea water, electricity,
chemicals, and human blood...

...TO CREATE THE ULTIMATE TREACHEROUS, LECHEROUS FUSION OF MAN AND MAN-
OF-WAR!!!

A man o' were is a twisted being that infiltrates a


swamp- or oceanside community to sow murder and
mayhem. It appears and acts as an ordinary Pure
Human, but when stressed, angry, or seeking revenge
against perceived slights and/or romantic rivals,
it spends 1 full round transforming into a mind-bending
half-man, half-jellyfish hybrid. The creature grows
savage claws, dangling tentacles, and a bulbous, inflated
head.

Men o' weres are cunning strategists, and often set traps,
sabotage vehicles and buildings, and attack from
ambush. Their claws inject Class 17 poison, but the
poison is slow-acting, so those struck get 2
separate Saving Throws to avoid death [if failing the first
roll, the victim can roll again to Save for half damage].

A man o' were can summon 3d10 common jellyfish to


come to its aid during aquatic battles. The animals each
have 1 HD, do 1d4 damage, and inject Class 3 poison.

Mutations: Aberrant Form (Gills and Lungs), Toxic


Weapon ("Death-Sting")

~ 33 ~
~ 34 ~
Astro-Zombie
No. Enc.: 1d3 (1d6)
Alignment: Neutral
Movement: 120’ (40’)
Armor Class: 2
Hit Dice: 12
Attacks: 1 (strangle, or melee weapon)
Damage: 3d6, or by melee weapon +5
Save: L12
Morale: 12
Hoard Class: XVI, XIX
XP: 6,000

In their initial attempts to colonize the stars, The Ancients took


the strongest, hardiest specimens mankind had to offer...

…AND STRIPPED OUT EVERYTHING HUMAN ABOUT


THEM, LEAVING BEHIND ONLY ANTAGONISTIC
AUTOMATONS FUELED BY AN INSATIABLE
BLOODLUST!!!

Intended to be the ultimate explorer, an astro-zombie is a semi-robotic "quasi-man" designed to withstand


the rigors of space travel. Once-weak flesh is now a silicon skin through which flows an instantly-
coagulating hemo-fluid, rendering an astro-zombie "impervious to bullets and meteorites," and disease. Its
organs are mechanical simulacra—an "electro-driven heart, stainless-steel-mesh stomach, plastic
pancreas, cell-ulized liver"—powered by photonic energy. Its brain is scoured of all memories and the
ability to formulate independent thought, so as to provide a clean slate for the long-range sending and
receiving of data via radio-telepathy.

But through some flaw in the creation process, one human trait
remains in an astro-zombie: the overpowering desire for wanton
violence against Pure Humans. This manifests through
strangulation (which does automatic choking damage each round
after a successful hit until either the victim or astro-zombie is killed)
or frenzied hacking and bludgeoning with the closest available
weapon (usually a crowbar, scalpel, or machete). Consequently,
Ancient rogue nations often utilized astro-zombies as assassins
and soldiers.

Astro-zombies ignore all deleterious effects of extreme


temperatures imposed by their Epidermal Photosynthesis
mutations. Furthermore, they can offset their movement penalties
in darkness by holding light sources (flashlights, etc.) to the
photoelectric cells implanted in their foreheads. They cannot use
their strangling attacks when doing so.

Mutations: Class II Sensor System, Epidermal Photosynthesis


(Modified), Mental Programming (Programming), Robolink

~ 35 ~
~ 36 ~
~ 37 ~
Contaminoid
No. Enc.: 1 (1)
Alignment: Chaotic
Movement: 120’ (40’)
—Burrow: 30’ (10’)
—Ooze: 30’ (10’)
Armor Class: 2
Hit Dice: 10
Attacks: 3 or 1 (2 claws, 1 bite, or 1 tongue-lash
Damage: 1d10+4 / 1d10+4 / 1d12+4,
or 1d10 + special
Save: L12
Morale: 11
Hoard Class: VIII, IX, XIV
XP: 8,700

Centuries after The Ancients themselves had faded into oblivion, the
toxic seeds of their downfall still lay dormant deep within the earth...

...UNTIL THEY DAY THEY AWOKE AS RAVENOUS, LIMB-RENDING


MONSTROSITIES NO BARRIER COULD CONTAIN!!!

Contaminoids, cyclopean beings with bodies seemingly comprised of butchered meat,


are Pure Humans and Mutant Humans thus transformed by prolonged exposure to
underground toxic waste and radioactivity. The change brings about a savage hunger for
human flesh...and a wide array of abilities with which to acquire it.

In close quarters, contaminoids are savagely strong and brutal...but they're just as deadly
at range, for their forked tongues can shoot out a distance of 30'. If a contaminoid
successfully hits with its tongue-lash, the victim can be dragged in for a free biting attack,
or strangled at range for 1d10 automatic damage per round (escaping requires severing the
tongue by doing 15+1d6 damage against it). However, if the creature hits with its tongue
with an Attack Roll of 18-20, the target must make a Saving Throw Versus Death. Success
means strangulation as above...but failure indicates immediate decapitation.

Contaminoids retain enough of their intelligence to be cunning hunters (always Surprising


on a roll of 1-3 on 1d6, and often isolating victims to pick them off one by one) and masters
of infiltration and escape. Not only can they tunnel beneath the earth, but they can assume
a liquid form to ooze through even the smallest cracks and openings. They are particularly
fond of seeping into places where the occupants feel secure, such as locked vehicles or
(seemingly) secured rooms, and then reforming for an attack that Surprises on a roll of 1-
4 on 1d6. In pure liquid form, a contaminoid is immune to all damage from physical
attacks, weapons, and explosions, and can only be harmed by energy attacks or Mental
Mutations. They leave a sticky green residue wherever they travel.

~ 38 ~
The beasts are strictly nocturnal, as direct sunlight disintegrates their skin at a rate of 2d6
damage per round. They lair in hidden underground ruins and containment facilities,
and litter their dens with reminders and tokens from their former lives. Some
contaminoids even visit their former families in the night, without incident...leaving only
a slime trail as evidence of their presence.

Mutations: Aberrant Form (Amorphousness), Aberrant Form (Elongating Tongue),


Accumulated Resistance (Pollutants), Frailty (Sunlight-Sensitivity), Night Vision,
Reflective Epidermis (Radiation), Regenerative Capability, Vision Impairment (Light
Sensitivity) [D]

~ 39 ~
~ 40 ~
Boogen
No. Enc.: 1d3 (1d6)
Alignment: Neutral
Movement: 75’ (25’)
—Burrow: 15’ (5’)
Armor Class: 4
Hit Dice: 5
Attacks: 5 (4 tentacles, 1
bite)
Damage: 1d4 / 1d4 / 1d4 /
1d4 / 1d8
Save: L3
Morale: 11
Hoard Class: VI, XII
XP: 1,250

Deep within the frigid earth, strange creatures have been sealed away since the time of The Ancients...

...and now they've broken out...

...AND THEY'RE HUNGRY!!!

The boogens are subterranean beasts the size of hogs that dwell deep within mines and natural caves, but
they surface (often burrowing up through the floors of residences) when deprived of food. They possess
squat, round bodies encased in hard carapaces, toothy maws, and multiple flailing tentacles.

Of a boogen's tentacles, the front 4 end in piercing spikes, and they can lash targets up to 15' away. If any 2
tentacles successfully strike the same target in the same round, said target is grappled and drawn into the
boogen's mouth for an automatic biting attack.

The boogens take only half damage from melee weapons and conventional firearms.

Mutations: Echolocation, Extra Parts (Tentacles), Increased Caloric Needs [D], Natural Armor
(Extreme), Reflective Epidermis (Cold)

~ 41 ~
~ 42 ~
Environmental Hazard: Cindercloud
The atomic detritus of The Ancients gave rise to many of the abominations of the Mutant Future...

...BUT WHEN IT CAUSED THE CHILDREN OF THE WORLD TO SLAUGHTER THE


ADULTS, IT WAS AS IF THE VERY FUTURE ITSELF LAID WASTE TO THE
PRESENT!!!

There is nothing that terrifies the Mutant Future's remaining Pure Human populations more than
the roiling, creeping miasmas known as cinderclouds. They leak from the most antiquated and
dilapidated of Ancient reactors, and can vary in size from several hundred feet wide to,
horrifyingly, miles in diameter.

Cinderclouds have no impact on flora, animal fauna, or materiel...but any Pure Human youth 15
years or younger caught inside its borders transforms into a cinderkid (see below) upon failure of
a Saving Throw Versus Death. Pregnant Pure Human women must also make a Saving Throw
Versus Death, or give birth to infant cinderkids at term.

When a cindercloud envelops a region, the resulting cinderkids unite to kill off every person and
animal they encounter. And even if the besieged adults survive the experience, they are faced with
the dreadful realization that, with the loss of all their offspring, their own future is just as dead....

~ 43 ~
Cinderkid
No. Enc.: 1d6 (3d8)
Alignment: Chaotic
Movement: 45’ (15’)
Armor Class: 8
Hit Dice: 3
Attacks: 2 (2 claws)
Damage: 1d8 / 1d8, + special
Save: L5
Morale: 12
Hoard Class: None
XP: 185

Cinderkids are Pure Human children transformed by


cindercloud vapors into malevolent monstrosities with
only one goal: to relentlessly stalk and incinerate any and
all beings they encounter. None are safe in their presence.

Cinderkids are so named because of their lethal scorching


touch. Anyone struck by both hands in the same combat
round not only takes the initial contact damage, but they
are also embraced in an unbreakable hug that does a
sustained 4d6 damage each round thereafter. No further
attack rolls are necessary... and the only upside is
that victims usually burn to death within moments.

Cinderkids are nigh-indestructible, being immune to the effects of all blunt trauma, firearms,
toxins, diseases, and Mental Mutations. Upon being beaten or shot, they are knocked backwards
to the ground, but then arise unharmed at the end of the very next round. Chopping off both of a
cinderkid's hands—which requires a "called shot" and a To Hit roll of 18-20—will kill it
instantly. (Note that both hands must be removed, as a one-handed cinderkid can still latch on for
base damage plus 1d12 continual damage per round.) Obviously, dismemberment will eliminate
a cinderkid threat.

The creatures have no need to eat or respire, but may somehow absorb sustenance through their
hands during the burning process.

While cinderkids' physical abilities are impressive enough, it is their cunning that makes them
truly dangerous. Aside from pale skin, dark eyes, vacant smiles, and blackened fingernails,
they look just like ordinary children...and they use their innocent appearances to lull adults into a
false sense of security. They never run or make overtly threatening gestures; all they do
is methodically walk towards adults with arms extended for seemingly loving hugs. Cinderkids
can vocalize, but generally only make single exultations ("Mama!" or "Daddy!" , or the first names
of those they recognize) so as to lure unsuspecting adults to their doom. They also feign
helplessness when encountering armed resistance, and cower in fear to manipulate the sympathies
of their foes, only to lash out at first opportunity. They remember how to do routine physical tasks,
like open doors and windows, and climb vertical surfaces (like trellises).

~ 44 ~
Perhaps the most horrible thing about cinderkids is that their favorite victims are their own
families. They normally congregate and attack in packs, but individuals will break off to visit
their former homes and massacre those that love them most...

…while grinning the entire time.

Mutations: Pain Insensitivity [D], Unique Mutation ("Death-Touch")

~ 45 ~
~ 46 ~
Disease: Starslime ("Space Leprosy")
Save Modifier: -4
Infection Duration: See Below
Affected Stats: STR +5, DEX -3, CON +5, INT -2 (per day), CHA -All
Damage Per Day: See Below

As the Ancients took to the stars, they beheld wonders never before seen by human eyes...

...AND THEY BROUGHT BACK UNIMAGINABLE HORRORS THAT COULD NEVER BE


UNSEEN!!!

The disease dubbed starslime is a hideous condition contracted by space travelers who pass through
planetary rings during times of intense solar activity. The eerie combined radiations set off an unstoppable
chain reaction of cellular degradation...and the only panacea is the consumption of living humanoid flesh!

An infected subject begins to dissolve at the rate of 2d8 Hit Points per day; however, this damage can be
counteracted by devouring a corresponding amount in Hit Points [represented as doing equivalent damage
with biting attacks] from Pure Humans or Mutant Humans.

Starslime victims leave slimy residue on anything and everything they touch, and their features and digits
slough off. As their appetites rage out of control, their mental faculties fade at a rate of -2 INT per
day. Bizarrely, an infected individual becomes stronger and tougher, and immune to all damage from
conventional firearms. They also emit Class 1 radiation, and can be tracked with Geiger counters.

If still alive at the end of 3 days, the subject begins to take an additional—and cumulative—1d8 damage
per day [ex: 5 days of infection = 5d8 damage per day] as the decomposition accelerates. It takes an ever-
increasing amount of raw meat to offset the disease, and eventually becomes impossible to keep up.

The ultimate fate of those poor souls infected with starslime is melting into a sloppy pile of blood-
sludge. The only blessing? The disease isn't communicable...at least, not yet....

~ 47 ~
~ 48 ~
Meltman
No. Enc.: 1 (1d3)
Alignment: Neutral
Movement: 90’ (30’)
Armor Class: 3
Hit Dice: 14
Attacks: 3 (2 fists, 1 bite)
Damage: 1d8+ / 1d8+ / 2d6+ (see below)
Save: L14
Morale: 11
Hoard Class: None
XP: 4,200

The abhorrent meltmen are former Pure


Humans gripped by starslime infections. They
are primarily encountered in abandoned spaceports,
orbiting satellites, and the wreckage of interstellar
vehicles.

Meltmen are fearsomely strong, with STR values


ranging between 18-21 and the corresponding
STR melee damage bonuses. They are immune
to all diseases and poisons, and also to all damage
from conventional firearms. Strangely, losing
sensory organs or limbs doesn't impact their
effectiveness as predators.

Meltmen have ravenous appetites, and enough


feral cunning to patiently stalk their prey. They
often invade settlements under the cover of
night to unleash gore-fueled frenzies of
destruction.

Mutations: as per disease

~ 49 ~
~ 50 ~
Killer Shrew
No. Enc.: 1d8 (3d6)
Alignment: Neutral
Movement: 150’ (50’)
—Burrow: 30’ (10’)
Armor Class: 7
Hit Dice: 2
Attacks: 1 (bite)
Damage: 1d6 + poison
Save: L1
Morale: 11
Hoard Class: None
XP: 47

The Ancients' breakthroughs in miniaturization led to all manner of innovations—in biomedicine,


nanotechnology, and even the novelty pet industry—but one experiment had the opposite effect...

...and transformed once-tiny creatures into gigantic monstrosities...

...WITH ALL-CONSUMING APPETITES TO MATCH!!!

Killer shrews are aggressive, nocturnal rodents the size of 50-100 pound canines. Shaggy fur covers their
bodies, and fangs dripping Class 17 poisonous saliva jut from their snouts.

Not only do the beasts scour the landscape in a perpetual hunt for food, but they breed at a mind-boggling
rate: young shrews reach full reproductive maturity just 2-3 weeks after birth. A male/female
pair can spawn a ravenous rodent regiment that reduces a region to ruin in just a few short months...and as
food supplies dwindle, they turn to cannibalism...and ultimately hunt livestock and human victims.

Accordingly, many communities in the Mutant Future pay premium bounties for killer shrew carcasses.

Mutations: Increased Caloric Needs [D], Enhanced Vision (Night Vision), Toxic Weapon (Venom)

~ 51 ~
~ 52 ~
Environmental Hazard: Stuffsludge
Despite The Ancients' rapacious gobbling of unhealthy, processed, food-like products, they were always
searching for a miracle food—a perfect food—that was nutritious, delicious, and painless to prepare...

...and they believed they found it upon unearthing The Stuff. They began devouring it by the bucketful, but
as they discovered far too late…

...it wasn't they who were eating The Stuff...

...IT WAS THE STUFF WHO WAS EATING THEM!!!

The subterranean substance known as stuffsludge is a collective microorganism that bubbles up from
beneath the earth in non-desert and non-urban environments. It appears as a gurgling puddle of viscous
white liquid, and any mammal who stumbles upon it must make an Ability Check Versus WIL at a -2
penalty. Those that fail are compelled to lean down and taste the substance...and the sweet, euphoria-
inducing flavor makes them settle in and shovel mass quantities into their mouths.

Unless dragged away by those not under the stuffsludge's influence, the eater will gorge themselves for 2d6
turns. At the end of that period, they must make a Saving Throw Versus Stun at a -3 penalty, or become
infected with stuffsickness (see below).

While stuffsludge typically appears topside in small pools, its mere presence often indicates massive
deposits deeper beneath the site. In fact, vast subterranean lakes of stuffsludge lurk in the bowels of the
earth....

~ 53 ~
Disease: Stuffsickness
Save Modifier: -3
Infection Duration: See Below
Affected Stats: STR +2, DEX +2, CON +5, WIL -7
Damage Per Day: none (See Below)

Stuffsickness is the term describing infection by the parasitic stuffsludge microorganism, which
literally devours its host alive. Those thus infected are nicknamed stuffies.

Victims of stuffsickness initially experience numerous positive effects: elation and increased
sense of well-being, beneficial weight loss, heightened energy levels, and an elimination of the
need for sleep. They look and feel better than at any other time in their lives.

Personality changes set in 2d4 days later, however. The infected become militant advocates of
stuffsludge and the consumption thereof, and foist the substance on others at every
opportunity. Before long, they give up other comestibles entirely, and eat only stuffsludge at
each and every meal...and, ultimately, they cease all other activities but eating. They just consume
serving after serving after serving...

...unless directed by the parasite—which has an intelligent will of its own—to unearth and collect
more quantities of stuffsludge for mass distribution. These automatons are allowed to
perform more complex tasks like digging, drilling, pumping, packaging, and driving in order to
spread stuffsludge far and wide.

~ 54 ~
The parasite systematically digests the host's innards, and at the end of the 2d4 day period, the
infected effectively gain both the Pain Insensitivity and Pain Sensitivity Physical Mutation
Drawbacks. The bizarre combination means that the infected have no awareness or regard of
injury to their persons, but also suffer double damage from all attacks due to the hollowing-out of
their bodies. Stuffies also gain the Metaconcert Mental Mutation. They can speak, act, and
coordinate attacks as one over long distances.

The most horrifying aspect of stuffsickness is that once the mutations are acquired, the host is little
more than a skin-husk...and at this point, the accumulated stuffsludge can burst forth from the
mouth as a fully-formed stuffiend. The host must make a Saving Throw Versus Death when the
stuffiend erupts, with success indicating that their body lies dormant until the creature slithers back
inside to resume control and activity...and explosive, gory death upon failure.

Any mammalian Pure Human, Mutant Human, Mutant Animal, wildlife, and/or monster is
susceptible to stuffsickness. The only cure is forced withdrawal through diet change (which takes
2d6+2 weeks), powerful Ancient antivirals, or immersion in a regeneration tank [see p. 126 of the
Mutant Future Core Rules].

~ 55 ~
Stuffiend
No. Enc.: 1 (1d4)
Alignment: Chaotic
Movement: 60’ (20’)
Armor Class: 6
Hit Dice: 10
Attacks: 1d4, or 1 (1d4 tendrils,
or immersion)
Damage: 1d10 per tendril, or special
Save: L5
Morale: 10
Hoard Class: XII + 2d6 foodstuffs
XP: 5,900

Stuffiends are masses of stuffsludge grown large and strong enough to escape their host
bodies. They appear as creeping, white, gooey masses that resemble nothing less than
Ancient dairy desserts.

Stuffiends are intelligent, and desire nothing less than the infection of every living mammal
in the Mutant Future so as to unite all creatures under one giant collective hive-mind.

In combat, stuffiends lash out with acidic tendrils. If they successfully strike twice in the
same round, their target is force-fed a gullet-full of stuffsludge, causing an additional 2d6
suffocation damage and a stuffsickness infection with a failed Saving Throw Versus
Stun. They also use their Empathy
and Fragrance
Development Mutations to force
opponents to cease their attacks
and instead start gulping down parts
of the stuffiend's own mass....

Stuffiends actually try not to kill


those they encounter, as
they appreciate the need for living
hosts. They only destroy those
deemed dangerous enough to foil
their plans for domination.

Stuffiends are completely immune


to most physical
attacks. Conventional melee
weapons and firearms have no
effect, and explosives just scatter
them for 2d6 rounds. Stuffiends can

~ 56 ~
only be physically harmed by fire, electricity, chemical contaminants, and energy
weapons. For Mental Combat, stuffiends possess WIL scores of 14-21 (13 +1d8).

Terrifyingly, individual stuffiends can merge into one gigantic composite entity. This
veritable tidal wave of stuffsludge can shatter barriers and containment units, and wreak
havoc against many targets at once. [It is up to the Mutant Lord to determine the
exact Movement, Hit Dice, Attacks, Damage, and Experience Points of such a massive
creature.]

There are rumors that stuffiends and


fizzhttp://www.worldpath.net/~minstrel/hobosign.htmfiends have formed an alliance...and
may even be hybridizing into a new species. These floatfiends could very well be
amassing in the wreckage of Ancient factories and bottling plants, just waiting for
hapless—and hungry—adventurers to discover them....

Mutations: Empathy, Fragrance Development, Metaconcert, Reflective Epidermis (Cold)

~ 57 ~
~ 58 ~
Skintruder
No. Enc.: 1 (1)
Alignment: Chaotic
Movement: 90’ (30’)
Armor Class: 3
Hit Dice: 3
Attacks: 3 (2 claws, 1 bite)
Damage: 1d6 / 1d6 / 1d8
Save: L3
Morale: 12
Hoard Class: None
XP: 70

The Mutant Future gives rise to all manner of deadly viruses and illnesses...

...AND THEY SOMETIMES MUTATE SO WILDLY AS TO TAKE ON HIDEOUS LIVES OF


THEIR OWN!!!

A skintruder is a living—and altogether malevolent—tumorous mass that dwells inside the


abdominal cavity of a domestic feline. When angry or hungry, it attacks by slithering forth from
the mouth and assuming the shape of a shaggier, toothier, bipedal version of its host, somehow
expanding to almost double said host's original size. When done rampaging, it compresses and
wriggles back inside the slack flesh-shell, resuming the guise of an innocuous pet once again.

Skintruders are strong enough to rend their way through solid steel, possessing a 20 STR for the
purposes of breaking doors, gates, and machinery. And their bites are fatal, as their saliva contains
a Class 20 toxin that causes a victim's blood cells to replicate a thousandfold, resulting in
throbbing, overinflated veins that erupt in an agonizing geyser of gore 3d4 rounds after a failed
Saving Throw Versus Poison.

The horrid beasts are wantonly destructive,


as they relish gnawing into foodstores and
medical supplies to contaminate them. Even
the smallest crumbs and scraps are rendered
deadly.

While skintruders usually manifest within


housecats, they could theoretically form
inside the bodies of larger, more dangerous
animals...or even human beings. The
Mutant Lord should adjust accordingly the
Hit Dice, Attacks, Damage, etc. of such
atypical specimens.

Mutations: Metamorph (Modified), Toxic


Weapon (Venom)

~ 59 ~
The end…?

~ 60 ~

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