寻常怪物资料(英文)
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Part V: A Fallout
Bestiary
These are samples of some of the
creatures you might find prowling
around the wastes. GMs are
encouraged to make up their own unusual
creatures; after all, radiation allows
creativity - and DNA - to run wild. All
the vital statistics for bat are
listed after the critter descriptions.
Abbreviations:
HP = Hit Points
SQ = Sequence
AC = Armor Class
DR = Damage Resistance
DT = Damage Threshold
AP = Action Points
XP = Experience Value
CC = Critical Chance
PR = Poison Resist
RR = Radiation Resist
GR = Gas Resist
Attacks: Type (% to hit, AP cost,
damage, special notes)
Rats
Byfar the most mon creatures in the
wastes (and I‘m not just referring to
the New York City subway system), rats
and their relatives have done very well
for themselves since the bombs dropped.
There are plenty of the nasty, black
variety around, but radiation changed
some of these disease-ridden vermin into
fearsome creatures.
Giant Rat
This is basically a larger version of a
rat. Giant rats range in size from
about a foot - the size of a cat - to
almost a yard (meter) in length. They
are covered with brown or black fur, and
have black, glassy, beady eyes. Rats
are readily identifiable by their tail,
as it looks like a worm sticking out of
their rear end. They are not openly
hostile towards humans unless they are
hungry, but packs have been known to
attack when they smell blood. Giant
rats can be found pretty much anywhere.
Giant Rat
HP: 10
SQ: 6
AP: 6
XP: 25
CC: 3%
AC: 5 DT DR
Normal: 0 0
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 0 0
PR: 50%
RR: 20%
GR: 0/0
Attacks: Claw (75%, 3 AP, D:1d4, none);
Bite (70%, 3 AP, D:1d4, Poison
Type A).
Rad Rat
Rats can survive large doses of
radioactivity, and in certain areas,
have even adapted such that they require
the radiation to live. These rats are
about 30 centimeters long, are brown or
black in color, and will glow slightly
in the dark. The main thing to fear in
encountering Rad Rats is that they are
slightly radioactive, and their little
claws can transfer some of that to YOU.
Rad Rats are usually found around
sources of radioactivity.
HP: 10
SQ: 6
AP: 6
XP: 35
CC: 3%
AC: 5 DT DR
Normal: 0 0
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 0 0
PR: 60%
RR: 100%
GR: 0/50
Attacks: Claw (75%, 3 AP, D:1d4,
successful HIT +10 rads);
Bite (70%, 3 AP, D:1d4,
successful HIT +10 rads)
Molerats
Molerats are a mix between moles and
rats. No one is sure whether these
creatures are the result of a creative
union between similar species, or an
even stranger union with a little
radiation to help things along the way.
Molerats range in size anywhere from 30
centimeters to a meter and a half; the
largest stand almost a meter at the
shoulder. They have mole-like faces and
are nearly blind in normal light; for
this reason, they are almost exclusively
found in caves. Lesser molerats are the
smaller version, Greater molerats are
the huge, ugly ones.
Lesser Molerat
HP: 15
SQ: 7
AP: 7
XP: 100
CC: 3%
AC: 9 DT DR
Normal: 1 5%
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 1 5%
PR: 50%
RR: 25%
GR: 0/0
Attacks: Claw (80%, 3 AP, D:1d8, none);
Bite (75%, 3 AP, D:1d8, Poison
Type A)
Greater Molerat
HP: 30
SQ: 9
AP: 9
XP: 400
CC: 5%
AC: 12 DT DR
Normal: 4 20%
Laser: 1 5%
Fire: 0 0
Plasma: 0 0
Explosion: 4 20%
PR: 60%
RR: 25%
GR: 0/25
Attacks: Claw (90%, 3 AP, D:1d10, none);
Bite (90%, 3 AP, D:1d10, Poison
Type B)
Pigrats
Pigrats are part-pig, part rat hybrids.
Like their cousins the molerats, it
probably took some creative genetic
manipulation to make these critters.
Pigrats are large, ranging anywhere from
70 cm to almost 2 meters in length, and
incorporate the best (worst?) of the two
species. Their legs are overly large,
although short, and they are
exceptionally meaty around the
midsection. In fact, pigrats would make
exceptional livestock, if they weren‘t
so dangerous. They are amazingly
resilient, and can be found almost
anywhere. They travel in packs of ten
or more and generally attack only to
protect their young or defend their
territory. If they are hungry, however,
they be very aggressive.
Lesser Pigrat
HP: 20
SQ: 7
AP: 7
XP: 200
CC: 4%
AC: 10 DT DR
Normal: 1 5%
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 1 5%
PR: 50%
RR: 30%
GR: 0/10
Attacks: Claw (75%, 3 AP, D:2d4, none);
Bite (75%, 3 AP, D:2d4, Poison
Type A)
Greater Pigrat
HP: 30
SQ: 9
AP: 9
XP: 450
CC: 6%
AC: 14 DT DR
Normal: 4 25%
Laser: 0 0
Fire: 2 10%
Plasma: 0 0
Explosion: 4 25%
PR: 70%
RR: 45%
GR: 0/20
Attacks: Claw (90%, 3 AP, D:2d6, none);
Bite (75%, 3 AP, D:2d6, Poison
Type B)
Insects
Giant Cockroaches
One of the most numerous and adaptive of
all species that evolution spit upon
this planet, cockroaches existed on
every continent before the War. After
the bombs flew, they still managed to
hold on to their niche, especially in
ruins of cities with lots of dark, dirty
areas for them to crawl through.
Cockroaches range anywhere from an inch
in length to 60 cm, but only the “giant”
variety is dangerous. They can be
encountered alone, but the most mon –
and deadly – species travels in clusters
of 10-20 individuals. They do not make
a habit of attacking humans, but will
defend their garbage heaps, and large
swarms of these creatures can easily
overwhelm a person or a small group.
Usually, cockroaches will call off the
attack if their target flees.
Giant Cockroaches
HP: 15
SQ: 6
AP: 6
XP: 50
CC: 4%
AC: 5 DT DR
Normal: 3 30
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 0 0
PR: 100%
RR: 95%
GR: 80/100
Attacks: Mandible (60%, 3 AP, D:1d10,
Poison Type B)
Giant Ants
Giant Ants, or GiAnts, are simply
overgrown insects. Somewhere along the
way, fate saw fit to dump some
radioactive material near and anthill
and create this large, mutant creature.
GiAnts are black ants about 70
centimeters in length. Huge colonies of
these creatures exist under the earth,
and scouts are often found in caves.
GiAnts usually travel in parties of 5 to
10 insects. They will attack humans on
sight, and enjoy eating corpses of the
dead.
HP: 15
SQ: 6
AP: 6
XP: 50
CC: 3%
AC: 2 DR DT
Normal: 0 0
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 0 0
PR: 100%
RR: 60%
GR: 60/90
Attacks: Mandibles (60%, 3 AP, D:1d6,
Poison Type A)
Mantis
These giant, mutant insects e from
the praying mantis, a creature nearly
extinct before the War. They have since
be a popular sight in the post-War
Americas, and are known to devour crops
and cattle. On rare occasions, a pack
of mantis will attack humans. Mantis
travel in swarms of 15 or 20, and will
generally not attack unless provoked.
Mantis
HP: 10
SQ: 7
AP: 7
XP: 50
CC: 2%
AC: 5 DR DT
Normal: 0 0
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 0 0
PR: 75%
RR: 80%
GR: 60/90
Attacks: Mandible (70%, 3 AP, D: 1d6,
Poison Type B);
Claw (75%, 4 AP, D: 1d8, none)
Brahmin
After the War, most kinds of life from
pre-War America were changed into almost
unrecognizable forms. Cows managed to
escape that fate, for the most part,
except that only a very hardy breed
survived (or a cross between several
hardier breeds). Brahmin are the main
source of beef and leather in the
wastes, and they can be found almost
everywhere, although they are usually in
enclosures. Some areas have vast
Brahmin ranches, rivaling the huge Texas
ranches of pre-War times. Brahmin are
also used as pack animals, hauling
wagons for caravans. They are hardy
animals and can survive on very little
food. They are tolerant of extreme
environmental conditions, weathering the
scathing heat of a summer‘s day as well
as the bitter cold of the desert winter
nights. Brahmin are easily
distinguishable by their two heads,
although rumors of herds of one-headed
Brahmin far in the east occasionally
make their rounds. Most people don‘t
subscribe to that hogwash, however.
Brahmin are almost always docile unless
attacked directly; then, the herd will
attempt to defend themselves.
Brahmin
HP: 40
SQ: 6
AP: 6
XP: 50
CC: 2%
AC: 5 DR DT
Normal: 2 10%
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 2 10%
PR: 20%
RR: 30%
GR: 0/10
Attacks: Horn (75%, 3 AP, D:2d8, none)
Aliens
Whether these creatures came from
another planet, or are some horrible
twisting of genetic material found on
earth, is a question left to the
scientists. Since scientists are now
few and far between, one guess is as
good as another as to where these
unusual critters originated. All have
one thing in mon. Somehow, normal
weapons like guns and bullets don‘t seem
to hurt them much at all, nor does
beating on them with fists or melee
weapons. Only fire, laser, and plasma
weapons are truly effective against
these creatures. Recent evidence seems
to suggest that these creatures are, in
fact, early products of FEV virus
research, but this rumor cannot be
verified.
Floaters
Floaters look a little like a jellyfish,
except they are solid and don‘t have
tentacles. Their flesh is a brownish
color, and is moist and firm to the
touch. They have a stalk ing out of
what is presumably the front of their
body, although there is no discernable
eye or sense orifice on their bodies.
At the end of the stalk is a flat,
dinner plate shaped area inlaid with
nasty spikes and spines. Adventurers
who have tangled with floaters report
that the stalk will turn and follow them
around, even in areas of almost total
darkness. Floaters are usually around a
meter and a half in length, and are
narrower than they are round (presuming
that the sensory stalk is actually the
front of the creature). They float
anywhere from a half a meter to two
meters off of the ground. Floaters seem
to like dank, moist, dark places and are
often found in caves. Floaters seem to
attack indiscriminately, although it is
unclear whether they attack for food,
defense, or something more sinister.
Floaters attack by hitting things with
their stalk, allowing the hundreds of
spines to tear through flesh and armor.
They travel, with crawlers, in pods of
around ten individuals.
HP: 60
SQ: 9
AP: 9
XP: 500
CC: 8%
AC: 20 DR DT
Normal: 10 95%
Laser: 1 10%
Fire: 5 40%
Plasma: 1 10%
Explosion: 10 90%
PR: 80%
RR: 80%
GR: 100/90
Attacks: Stalk (80%, 3 AP, D:3d4, none)
Crawlers
Crawlers are much like floaters,
preferring the same habitats and showing
many of the same behavioral
characteristics. Instead of floating,
however, their body lies on the ground.
It gushes a slimelike trail, not unlike
a snail. The stalk of a crawler is
longer, stronger, and thicker than a
floater‘s stalk, and it uses the flat
plate-like end not only to attack other
creatures, but to propel itself along
the ground. Crawlers are more rare than
floaters, and are often only found one
or two at a time in a pack of floaters.
Some have suggested that crawlers may be
the female form of the floater species,
but there is nothing to confirm or deny
this.
Crawlers
HP: 60
SQ: 9
AP: 9
XP: 600
CC: 7%
AC: 20 DR DT
Normal: 10 95%
Laser: 1 10%
Fire: 5 40%
Plasma: 1 10%
Explosion: 10 90%
PR: 90%
RR: 80%
GR: 100/100
Attacks: Stalk (90%, 3 AP, D:3d8, none)
Flailers
Flailers were the first form of ‘alien‘
life encountered, and are probably the
most mon. Flailers are bipeds - that
is, they have two legs - and stand about
two meters tall. Their skin is also
moist, firm, and either brown or gray.
Their legs are large and strong, but
taper into flat, tentacle-like feet upon
which the flailer walks. Its ‘arms‘ are
similar flat tentacles, each covered
with tiny spines and spikes that the
flailer whips at opponents. It has a
head-knob ing out of its body, but no
eyes. Set near the bottom of the headknob
is a mouth filled with rows of
razor-sharp teeth. Flailers travel in
groups of eight or more and show high
intelligence, attacking with advanced
tactics. It is unclear how intelligent
these creatures are, or to what extent
they are native to this planet.
HP: 60
SQ: 9
AP: 9
XP: 750
CC: 8%
AC: 25 DR DT
Normal: 10 95%
Laser: 1 10%
Fire: 5 40%
Plasma: 1 10%
Explosion: 10 90%
PR: 95%
RR: 100%
GR: 100/100
Attacks: Flail (90%, 3 AP, D:2d8, none)
Bite (90%, 3 AP, D:2d8, Poison
Type D)
Centaurs
Centaurs are an entirely different
animal. There are rumors that someone
with access to an old government
breeding lab made these twisted
creatures by mixing human and ‘alien‘
DNA together. Centaurs are light orange
with brown patches, and resemble a human
torso laying face- down. They propel
themselves on their six legs, each of
which resembles a human arm with stunted
fingers. Where the shoulders would
normally be, the torso extends upwards
almost the full length of another torso,
ending in a head that was obviously once
human. Centaurs are usually bald, and
one look at their face indicates that
the only thing they share with humans is
the same basic appearance. Their eyes
are dull and glazed, and mouths often
hang open drooling. They attack either
by biting or beating the target with
their front two legs. Centaurs are very
rare, and can usually be found in packs
of five or six deep inside caves or
other underground places. They don‘t
always attack, and will sometimes
observe adventurers. If they perceive
something as a threat, however, they
will singlemindedly attack it until it
dies.
HP: 60
SQ: 9
AP: 9
XP: 750
CC: 8%
AC: 25 DR DT
Normal: 10 95%
Laser: 1 10%
Fire: 5 40%
Plasma: 1 10%
Explosion: 10 90%
PR: 50%
RR: 80%
GR: 40/70
Attacks: Swing (90%, 3 AP, D:1d20, none)
Radscorpions
Another mon denizen of the western
desert was the scorpion. This species
got a second lease on life when
radiation from the War allowed it to
grow to gargantuan proportions.
Radscorpions range in size from 50 cm to
2 meters in length, and range in color
from pale white to brown and black.
Their wicked tails contain sacs of
venom, and are tipped with a stinger
almost 15 cm long. Radscorpion tails
are considered valuable, since the
powerful Antidote is made from a
distilled version of the venom inside
the sacs. Radscorpions can be
encountered in groups of up to 8, or
alone. They prefer shady areas, and can
often be found in canyons or caves.
Radscorpions are rarely encountered in
the open desert, or in areas of high
vegetation.
Lesser Radscorpion
HP: 25
SQ: 8
AP: 8
XP: 200
CC: 4%
AC: 7 DR DT
Normal: 1 5%
Laser: 0 0
Fire: 4 20%
Plasma: 0 0
Explosion: 1 5%
PR: 100%
RR: 25%
GR: 30/100
Attacks: Tail (70%, 4 AP, D:1d10, Poison
Type D)
Greater Radscorpion
HP: 35
SQ: 8
AP: 8
XP: 400
CC: 5%
AC: 10 DR DT
Normal: 1 5%
Laser: 0 0
Fire: 4 20%
Plasma: 0 0
Explosion: 1 5%
PR: 100%
RR: 50%
GR: 50/100
Attacks: Tail (80%, 4 AP, D:1d12, Poison
Type D)
Wolves
Suprisingly, wolves managed to survive
the War, and even thrive in the postnuclear
environment. In addition to the
normal ‘Canis lupis‘ variety of Grey
Wolf, huge dire wolves have returned to
North America. Domesticated dogs, which
are more resistant to radiation than
your average human, ‘turned feral‘ after
the bombs hit, and packs of them now
roam the wastes. In addition, there are
a few domesticated pooches still out
there, and coyotes still make trouble
for domesticated animals like chickens.
Wolves (Grey Wolves)
Grey wolves can be either white, gray,
black, or any mix between these. They
sand about 120 to 160 cm tall at the
shoulder, and have a distinctive call.
They are highly social animals, and the
pack is based around a lead male, called
the ‘alpha.‘ The entire pack, except
for pregnant and nursing females, hunts,
often using highly refined tactics to
take down prey. Wolf packs are
territorial, and normally do not stray
into each other‘s territory. When they
feel that their turf is threatened by
anything - wolves, other animals, or
humans - they will attack. Contrary to
popular belief, wolves avoid humans and
their livestock, and will only attack
when there is no other source of food.
There can be anywhere from five to
twenty-five wolves in a pack.
HP: 20
SQ: 6
AP: 6
XP: 100
CC: 5%
AC: 5 DR DT
Normal: 0 0
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 0 0
PR: 25%
RR: 15%
GR: 0/0
Attacks: Bite (80%, 3 AP, D:2d6, none)
Claw (70%, 4 AP, D:1d8, none)
Dire Wolves
Dire wolves are a huge member of the
wolf family, thought to be extinct since
the last ice age. It is unclear whether
radiation created a similar creature, or
holdovers from the far north made their
way south during the nuclear winters,
but dire wolf packs are some of the most
feared creatures in the wastes.
Although they are extremely rare, they
have been known to take down entire
caravans, armed guards and all. Dire
wolves hunt mainly for meat, and
although they avoid large human
settlements, they can and will attack
smaller, undefended towns, carrying off
children or small adults. Dire wolves
stand almost 2 meters at the shoulder,
and except for their size, look much
like their smaller cousins, the Grey
Wolf. They run in packs of 5 to 25
individuals.
HP: 60
SQ: 9
AP: 9
XP: 700
CC: 7%
AC: 9 DR DT
Normal: 5 40%
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 0 0
PR: 40%
RR: 20%
GR: 0/0
Attacks: Bite (90%, 3 AP, D:3d6, none)
Claw (80%, 4 AP, D:2d8, roll
against EN to avoid
knockdown).
Coyotes
Smaller than wolves, with a higher howl,
coyotes are loners rather than social
animals, scavengers rather than hunters.
Coyotes aren‘t nearly as mon as they
used to be, partially because they ran
out of food when livestock herds
drastically diminished, partially
because wolf packs found that coyotes
made good meals. Coyotes barely stand 1
meter at the shoulder, and are often
yellow, tan, or brown in color. They
are mostly found in deserts and
mountains, or any area where they have
some kind of cover, such as trees.
Unless mating, coyotes are almost always
alone, and won‘t attack humans unless
cornered and provoked. They will,
however, attempt to take down livestock,
if they think it is an easy catch.
Coyotes
HP: 20
SQ: 6
AP: 6
XP: 100
CC: 5%
AC: 3 DR DT
Normal: 0 0
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 0 0
PR: 20%
RR: 10%
GR: 0/0
Attacks: Bite (70%, 3 AP, D:1d8, none)
Feral Dogs
Man‘s best friend was blessed with a
resistance to radiation that his master
did not have. When billions were
dropping dead from fallout, millions of
canines were wondering where their next
can of dog food was going to e from.
Inevitably, some escaped their houses
and backyards, forming groups not unlike
wolf packs. Today, these bands of dogs
have be feral, interbreeding with
each other and living without the humans
that supplied them with chow and loved
them for eons. A feral dog pack
operates much like a wolf pack, with a
single ‘alpha‘ male leader and anywhere
from 5 to 25 members. Feral dogs tend
to be smaller than wolves, and e in
almost any color and shape that normal
mutts do. They live anywhere, and
although they avoid humans for the most
part, feral dogs can usually be found
closer to cities and towns than wolves
and coyotes. Feral dogs will not attack
humans unless starving or provoked.
HP: 20
SQ: 6
AP: 6
XP: 100
CC: 4%
AC: 3 DR DT
Normal: 0 0
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 0 0
PR: 20%
RR: 10%
GR: 0/0
Attacks: Bite (70%, 3 AP, D:1d8, none)
Dog
Who wouldn‘t want a large, slobbering,
smelly beast as a panion? They are
intensely loyal and love you
unconditionally, and can do many useful
things like fetching items from
radioactive areas and leading blind
people around. Dogs can be found
anywhere there are humans. They e in
all sizes and colors, and will not
attack anyone unless they perceive that
person as a threat to their house,
territory, or master.
HP: 20
SQ: 6
AP: 6
XP: 100
CC: 3%
AC: 5 DR DT
Normal: 0 0
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 0 0
PR: 18%
RR: 8%
GR: 0/0
Attacks: Bite (80%, 3 AP, D:2d6, roll
against dex. to avoid knockdown)
Deathclaws
Originally thought to be mindless
monsters, deathclaws are actually an
intelligent, upright walking, mutated
lizard. They stand almost 275 cm tall,
and have large arms that end in wickedly
sharp claws that give the creatures
their name. Their skin is reptilian and
ranges in color from light brown to
almost black. Deathclaws have their own
language and some have even learned to
imitate human speech in order to
 municate with people, although this
is more like a parrot‘s reproduction
rather than actually ‘speaking.‘
Deathclaws have been known to don large
cloaks and walk among humans, passing
for mutants or half-mutants, in order to
learn about our society. There doesn‘t
seem to be any large structure to the
deathclaw world, and they prefer to live
in small tribes of 20 to 200.
Deathclaws almost always travel in
groups of 10 or more, unless they are
scouts, and then they always travel in
pairs. Deathclaws will not immediately
attack humans, but many of them have
grown to mistrust people, and rightly
so, since it wasn‘t even clear that
deathclaws were intelligent until
recently, and many humans still view
them as monsters, if they are aware of
the deathclaw‘s true nature at all.
Deathclaws
HP: 70
SQ: 10
AP: 10
XP: 800
CC: 9%
AC: 25 DR DT
Normal: 4 40%
Laser: 0 0
Fire: 4 40%
Plasma: 0 0
Explosion: 4 40%
PR: 80%
RR: 60%
GR: 0/40
Attacks: Claw (90%, 3 AP, D:3d8, none)
Spitting Plant
Not exactly Seymour, but this species of
plant is certainly a nasty customer. It
grows almost anywhere, but is usually
found among other plants so it can blend
in and ambush its prey. It stands about
2 meters tall and has a ‘flower‘ like a
Venus flytrap, a plant which it probably
mutated from. When it senses movement
and heat, it will ‘shoot‘ a sharp thorn
from its ‘flower.‘ When it senses that
the creature it shot at is no longer
moving, it will then proceed to ‘eat‘
the unlucky creature with its flower.
Although this sounds humorous, meeting
five or six of these plants is no
laughing matter. They usually grow
together, as several are always more
dangerous than one, and at least one of
them is guaranteed a meal. Spitting
plants attack anything that is warm and
moves. Note that spitting plants cannot
move - they are, literally, planted.
Their spikes do 1d6 points of damage and
have an effective range of 8 meters.
Spitting Plant
HP: 50
SQ: 8
AP: 8
XP: 100
CC: 2%
AC: 5 DR DT
Normal: 0 0
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 0 0
PR: 100%
RR: 95%
GR: 100/100
Attacks: Thorn (75%, 4 AP, D:1d6, none)
Geckos
A mutation of the smaller pre-War
lizard, Geckos are large desert-dwelling
reptiles that walk on their hind legs
and attack with their front, which have
developed sharp claws for tearing.
Highly prized for their strong pelts,
Geckos are routinely hunted in some
places, although a pack of them can
easily kill one or two inexperienced
hunters. Geckos stand about 150 cm
tall, and the larger, more dangerous
Golden Gecko is about 180 cm tall. They
travel in packs of anywhere from 4 to 20
animals.
Gecko
HP: 30
SQ: 7
AP: 7
XP: 150
CC: 2%
AC: 5 DR DT
Normal: 1 10%
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 0 0
PR: 80%
RR: 75%
GR: 0/10
Attacks: Claw (75%, 3 AP, D:1d8, none)
Bite (70%, 4 AP, D:2d6, none)
Fire Gecko
HP: 40
SQ: 9
AP: 9
XP: 300
CC: 4%
AC: 8 DR DT
Normal: 3 30%
Laser: 0 0
Fire: 3 30%
Plasma: 0 0
Explosion: 2 10%
PR: 80%
RR: 80%
GR: 0/20
Attacks: Claw (75%, 3 AP, D:1d8, none)
Bite (80%, 4 AP, D:2d6, Poison
Type B)
Golden Gecko
HP: 50
SQ: 9
AP: 9
XP: 400
CC: 5%
AC: 10 DR DT
Normal: 5 50%
Laser: 0 0
Fire: 5 50%
Plasma: 0 0
Explosion: 2 10%
PR: 100%
RR: 100%
GR: 0/50
Attacks: Claw (90%, 3 AP, D:1d12, none)
Bite (85%, 4 AP, D:1d20, none)
;
Part V: A Fallout
Bestiary
These are samples of some of the
creatures you might find prowling
around the wastes. GMs are
encouraged to make up their own unusual
creatures; after all, radiation allows
creativity - and DNA - to run wild. All
the vital statistics for bat are
listed after the critter descriptions.
Abbreviations:
HP = Hit Points
SQ = Sequence
AC = Armor Class
DR = Damage Resistance
DT = Damage Threshold
AP = Action Points
XP = Experience Value
CC = Critical Chance
PR = Poison Resist
RR = Radiation Resist
GR = Gas Resist
Attacks: Type (% to hit, AP cost,
damage, special notes)
Rats
Byfar the most mon creatures in the
wastes (and I‘m not just referring to
the New York City subway system), rats
and their relatives have done very well
for themselves since the bombs dropped.
There are plenty of the nasty, black
variety around, but radiation changed
some of these disease-ridden vermin into
fearsome creatures.
Giant Rat
This is basically a larger version of a
rat. Giant rats range in size from
about a foot - the size of a cat - to
almost a yard (meter) in length. They
are covered with brown or black fur, and
have black, glassy, beady eyes. Rats
are readily identifiable by their tail,
as it looks like a worm sticking out of
their rear end. They are not openly
hostile towards humans unless they are
hungry, but packs have been known to
attack when they smell blood. Giant
rats can be found pretty much anywhere.
Giant Rat
HP: 10
SQ: 6
AP: 6
XP: 25
CC: 3%
AC: 5 DT DR
Normal: 0 0
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 0 0
PR: 50%
RR: 20%
GR: 0/0
Attacks: Claw (75%, 3 AP, D:1d4, none);
Bite (70%, 3 AP, D:1d4, Poison
Type A).
Rad Rat
Rats can survive large doses of
radioactivity, and in certain areas,
have even adapted such that they require
the radiation to live. These rats are
about 30 centimeters long, are brown or
black in color, and will glow slightly
in the dark. The main thing to fear in
encountering Rad Rats is that they are
slightly radioactive, and their little
claws can transfer some of that to YOU.
Rad Rats are usually found around
sources of radioactivity.
HP: 10
SQ: 6
AP: 6
XP: 35
CC: 3%
AC: 5 DT DR
Normal: 0 0
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 0 0
PR: 60%
RR: 100%
GR: 0/50
Attacks: Claw (75%, 3 AP, D:1d4,
successful HIT +10 rads);
Bite (70%, 3 AP, D:1d4,
successful HIT +10 rads)
Molerats
Molerats are a mix between moles and
rats. No one is sure whether these
creatures are the result of a creative
union between similar species, or an
even stranger union with a little
radiation to help things along the way.
Molerats range in size anywhere from 30
centimeters to a meter and a half; the
largest stand almost a meter at the
shoulder. They have mole-like faces and
are nearly blind in normal light; for
this reason, they are almost exclusively
found in caves. Lesser molerats are the
smaller version, Greater molerats are
the huge, ugly ones.
Lesser Molerat
HP: 15
SQ: 7
AP: 7
XP: 100
CC: 3%
AC: 9 DT DR
Normal: 1 5%
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 1 5%
PR: 50%
RR: 25%
GR: 0/0
Attacks: Claw (80%, 3 AP, D:1d8, none);
Bite (75%, 3 AP, D:1d8, Poison
Type A)
Greater Molerat
HP: 30
SQ: 9
AP: 9
XP: 400
CC: 5%
AC: 12 DT DR
Normal: 4 20%
Laser: 1 5%
Fire: 0 0
Plasma: 0 0
Explosion: 4 20%
PR: 60%
RR: 25%
GR: 0/25
Attacks: Claw (90%, 3 AP, D:1d10, none);
Bite (90%, 3 AP, D:1d10, Poison
Type B)
Pigrats
Pigrats are part-pig, part rat hybrids.
Like their cousins the molerats, it
probably took some creative genetic
manipulation to make these critters.
Pigrats are large, ranging anywhere from
70 cm to almost 2 meters in length, and
incorporate the best (worst?) of the two
species. Their legs are overly large,
although short, and they are
exceptionally meaty around the
midsection. In fact, pigrats would make
exceptional livestock, if they weren‘t
so dangerous. They are amazingly
resilient, and can be found almost
anywhere. They travel in packs of ten
or more and generally attack only to
protect their young or defend their
territory. If they are hungry, however,
they be very aggressive.
Lesser Pigrat
HP: 20
SQ: 7
AP: 7
XP: 200
CC: 4%
AC: 10 DT DR
Normal: 1 5%
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 1 5%
PR: 50%
RR: 30%
GR: 0/10
Attacks: Claw (75%, 3 AP, D:2d4, none);
Bite (75%, 3 AP, D:2d4, Poison
Type A)
Greater Pigrat
HP: 30
SQ: 9
AP: 9
XP: 450
CC: 6%
AC: 14 DT DR
Normal: 4 25%
Laser: 0 0
Fire: 2 10%
Plasma: 0 0
Explosion: 4 25%
PR: 70%
RR: 45%
GR: 0/20
Attacks: Claw (90%, 3 AP, D:2d6, none);
Bite (75%, 3 AP, D:2d6, Poison
Type B)
Insects
Giant Cockroaches
One of the most numerous and adaptive of
all species that evolution spit upon
this planet, cockroaches existed on
every continent before the War. After
the bombs flew, they still managed to
hold on to their niche, especially in
ruins of cities with lots of dark, dirty
areas for them to crawl through.
Cockroaches range anywhere from an inch
in length to 60 cm, but only the “giant”
variety is dangerous. They can be
encountered alone, but the most mon –
and deadly – species travels in clusters
of 10-20 individuals. They do not make
a habit of attacking humans, but will
defend their garbage heaps, and large
swarms of these creatures can easily
overwhelm a person or a small group.
Usually, cockroaches will call off the
attack if their target flees.
Giant Cockroaches
HP: 15
SQ: 6
AP: 6
XP: 50
CC: 4%
AC: 5 DT DR
Normal: 3 30
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 0 0
PR: 100%
RR: 95%
GR: 80/100
Attacks: Mandible (60%, 3 AP, D:1d10,
Poison Type B)
Giant Ants
Giant Ants, or GiAnts, are simply
overgrown insects. Somewhere along the
way, fate saw fit to dump some
radioactive material near and anthill
and create this large, mutant creature.
GiAnts are black ants about 70
centimeters in length. Huge colonies of
these creatures exist under the earth,
and scouts are often found in caves.
GiAnts usually travel in parties of 5 to
10 insects. They will attack humans on
sight, and enjoy eating corpses of the
dead.
HP: 15
SQ: 6
AP: 6
XP: 50
CC: 3%
AC: 2 DR DT
Normal: 0 0
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 0 0
PR: 100%
RR: 60%
GR: 60/90
Attacks: Mandibles (60%, 3 AP, D:1d6,
Poison Type A)
Mantis
These giant, mutant insects e from
the praying mantis, a creature nearly
extinct before the War. They have since
be a popular sight in the post-War
Americas, and are known to devour crops
and cattle. On rare occasions, a pack
of mantis will attack humans. Mantis
travel in swarms of 15 or 20, and will
generally not attack unless provoked.
Mantis
HP: 10
SQ: 7
AP: 7
XP: 50
CC: 2%
AC: 5 DR DT
Normal: 0 0
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 0 0
PR: 75%
RR: 80%
GR: 60/90
Attacks: Mandible (70%, 3 AP, D: 1d6,
Poison Type B);
Claw (75%, 4 AP, D: 1d8, none)
Brahmin
After the War, most kinds of life from
pre-War America were changed into almost
unrecognizable forms. Cows managed to
escape that fate, for the most part,
except that only a very hardy breed
survived (or a cross between several
hardier breeds). Brahmin are the main
source of beef and leather in the
wastes, and they can be found almost
everywhere, although they are usually in
enclosures. Some areas have vast
Brahmin ranches, rivaling the huge Texas
ranches of pre-War times. Brahmin are
also used as pack animals, hauling
wagons for caravans. They are hardy
animals and can survive on very little
food. They are tolerant of extreme
environmental conditions, weathering the
scathing heat of a summer‘s day as well
as the bitter cold of the desert winter
nights. Brahmin are easily
distinguishable by their two heads,
although rumors of herds of one-headed
Brahmin far in the east occasionally
make their rounds. Most people don‘t
subscribe to that hogwash, however.
Brahmin are almost always docile unless
attacked directly; then, the herd will
attempt to defend themselves.
Brahmin
HP: 40
SQ: 6
AP: 6
XP: 50
CC: 2%
AC: 5 DR DT
Normal: 2 10%
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 2 10%
PR: 20%
RR: 30%
GR: 0/10
Attacks: Horn (75%, 3 AP, D:2d8, none)
Aliens
Whether these creatures came from
another planet, or are some horrible
twisting of genetic material found on
earth, is a question left to the
scientists. Since scientists are now
few and far between, one guess is as
good as another as to where these
unusual critters originated. All have
one thing in mon. Somehow, normal
weapons like guns and bullets don‘t seem
to hurt them much at all, nor does
beating on them with fists or melee
weapons. Only fire, laser, and plasma
weapons are truly effective against
these creatures. Recent evidence seems
to suggest that these creatures are, in
fact, early products of FEV virus
research, but this rumor cannot be
verified.
Floaters
Floaters look a little like a jellyfish,
except they are solid and don‘t have
tentacles. Their flesh is a brownish
color, and is moist and firm to the
touch. They have a stalk ing out of
what is presumably the front of their
body, although there is no discernable
eye or sense orifice on their bodies.
At the end of the stalk is a flat,
dinner plate shaped area inlaid with
nasty spikes and spines. Adventurers
who have tangled with floaters report
that the stalk will turn and follow them
around, even in areas of almost total
darkness. Floaters are usually around a
meter and a half in length, and are
narrower than they are round (presuming
that the sensory stalk is actually the
front of the creature). They float
anywhere from a half a meter to two
meters off of the ground. Floaters seem
to like dank, moist, dark places and are
often found in caves. Floaters seem to
attack indiscriminately, although it is
unclear whether they attack for food,
defense, or something more sinister.
Floaters attack by hitting things with
their stalk, allowing the hundreds of
spines to tear through flesh and armor.
They travel, with crawlers, in pods of
around ten individuals.
HP: 60
SQ: 9
AP: 9
XP: 500
CC: 8%
AC: 20 DR DT
Normal: 10 95%
Laser: 1 10%
Fire: 5 40%
Plasma: 1 10%
Explosion: 10 90%
PR: 80%
RR: 80%
GR: 100/90
Attacks: Stalk (80%, 3 AP, D:3d4, none)
Crawlers
Crawlers are much like floaters,
preferring the same habitats and showing
many of the same behavioral
characteristics. Instead of floating,
however, their body lies on the ground.
It gushes a slimelike trail, not unlike
a snail. The stalk of a crawler is
longer, stronger, and thicker than a
floater‘s stalk, and it uses the flat
plate-like end not only to attack other
creatures, but to propel itself along
the ground. Crawlers are more rare than
floaters, and are often only found one
or two at a time in a pack of floaters.
Some have suggested that crawlers may be
the female form of the floater species,
but there is nothing to confirm or deny
this.
Crawlers
HP: 60
SQ: 9
AP: 9
XP: 600
CC: 7%
AC: 20 DR DT
Normal: 10 95%
Laser: 1 10%
Fire: 5 40%
Plasma: 1 10%
Explosion: 10 90%
PR: 90%
RR: 80%
GR: 100/100
Attacks: Stalk (90%, 3 AP, D:3d8, none)
Flailers
Flailers were the first form of ‘alien‘
life encountered, and are probably the
most mon. Flailers are bipeds - that
is, they have two legs - and stand about
two meters tall. Their skin is also
moist, firm, and either brown or gray.
Their legs are large and strong, but
taper into flat, tentacle-like feet upon
which the flailer walks. Its ‘arms‘ are
similar flat tentacles, each covered
with tiny spines and spikes that the
flailer whips at opponents. It has a
head-knob ing out of its body, but no
eyes. Set near the bottom of the headknob
is a mouth filled with rows of
razor-sharp teeth. Flailers travel in
groups of eight or more and show high
intelligence, attacking with advanced
tactics. It is unclear how intelligent
these creatures are, or to what extent
they are native to this planet.
HP: 60
SQ: 9
AP: 9
XP: 750
CC: 8%
AC: 25 DR DT
Normal: 10 95%
Laser: 1 10%
Fire: 5 40%
Plasma: 1 10%
Explosion: 10 90%
PR: 95%
RR: 100%
GR: 100/100
Attacks: Flail (90%, 3 AP, D:2d8, none)
Bite (90%, 3 AP, D:2d8, Poison
Type D)
Centaurs
Centaurs are an entirely different
animal. There are rumors that someone
with access to an old government
breeding lab made these twisted
creatures by mixing human and ‘alien‘
DNA together. Centaurs are light orange
with brown patches, and resemble a human
torso laying face- down. They propel
themselves on their six legs, each of
which resembles a human arm with stunted
fingers. Where the shoulders would
normally be, the torso extends upwards
almost the full length of another torso,
ending in a head that was obviously once
human. Centaurs are usually bald, and
one look at their face indicates that
the only thing they share with humans is
the same basic appearance. Their eyes
are dull and glazed, and mouths often
hang open drooling. They attack either
by biting or beating the target with
their front two legs. Centaurs are very
rare, and can usually be found in packs
of five or six deep inside caves or
other underground places. They don‘t
always attack, and will sometimes
observe adventurers. If they perceive
something as a threat, however, they
will singlemindedly attack it until it
dies.
HP: 60
SQ: 9
AP: 9
XP: 750
CC: 8%
AC: 25 DR DT
Normal: 10 95%
Laser: 1 10%
Fire: 5 40%
Plasma: 1 10%
Explosion: 10 90%
PR: 50%
RR: 80%
GR: 40/70
Attacks: Swing (90%, 3 AP, D:1d20, none)
Radscorpions
Another mon denizen of the western
desert was the scorpion. This species
got a second lease on life when
radiation from the War allowed it to
grow to gargantuan proportions.
Radscorpions range in size from 50 cm to
2 meters in length, and range in color
from pale white to brown and black.
Their wicked tails contain sacs of
venom, and are tipped with a stinger
almost 15 cm long. Radscorpion tails
are considered valuable, since the
powerful Antidote is made from a
distilled version of the venom inside
the sacs. Radscorpions can be
encountered in groups of up to 8, or
alone. They prefer shady areas, and can
often be found in canyons or caves.
Radscorpions are rarely encountered in
the open desert, or in areas of high
vegetation.
Lesser Radscorpion
HP: 25
SQ: 8
AP: 8
XP: 200
CC: 4%
AC: 7 DR DT
Normal: 1 5%
Laser: 0 0
Fire: 4 20%
Plasma: 0 0
Explosion: 1 5%
PR: 100%
RR: 25%
GR: 30/100
Attacks: Tail (70%, 4 AP, D:1d10, Poison
Type D)
Greater Radscorpion
HP: 35
SQ: 8
AP: 8
XP: 400
CC: 5%
AC: 10 DR DT
Normal: 1 5%
Laser: 0 0
Fire: 4 20%
Plasma: 0 0
Explosion: 1 5%
PR: 100%
RR: 50%
GR: 50/100
Attacks: Tail (80%, 4 AP, D:1d12, Poison
Type D)
Wolves
Suprisingly, wolves managed to survive
the War, and even thrive in the postnuclear
environment. In addition to the
normal ‘Canis lupis‘ variety of Grey
Wolf, huge dire wolves have returned to
North America. Domesticated dogs, which
are more resistant to radiation than
your average human, ‘turned feral‘ after
the bombs hit, and packs of them now
roam the wastes. In addition, there are
a few domesticated pooches still out
there, and coyotes still make trouble
for domesticated animals like chickens.
Wolves (Grey Wolves)
Grey wolves can be either white, gray,
black, or any mix between these. They
sand about 120 to 160 cm tall at the
shoulder, and have a distinctive call.
They are highly social animals, and the
pack is based around a lead male, called
the ‘alpha.‘ The entire pack, except
for pregnant and nursing females, hunts,
often using highly refined tactics to
take down prey. Wolf packs are
territorial, and normally do not stray
into each other‘s territory. When they
feel that their turf is threatened by
anything - wolves, other animals, or
humans - they will attack. Contrary to
popular belief, wolves avoid humans and
their livestock, and will only attack
when there is no other source of food.
There can be anywhere from five to
twenty-five wolves in a pack.
HP: 20
SQ: 6
AP: 6
XP: 100
CC: 5%
AC: 5 DR DT
Normal: 0 0
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 0 0
PR: 25%
RR: 15%
GR: 0/0
Attacks: Bite (80%, 3 AP, D:2d6, none)
Claw (70%, 4 AP, D:1d8, none)
Dire Wolves
Dire wolves are a huge member of the
wolf family, thought to be extinct since
the last ice age. It is unclear whether
radiation created a similar creature, or
holdovers from the far north made their
way south during the nuclear winters,
but dire wolf packs are some of the most
feared creatures in the wastes.
Although they are extremely rare, they
have been known to take down entire
caravans, armed guards and all. Dire
wolves hunt mainly for meat, and
although they avoid large human
settlements, they can and will attack
smaller, undefended towns, carrying off
children or small adults. Dire wolves
stand almost 2 meters at the shoulder,
and except for their size, look much
like their smaller cousins, the Grey
Wolf. They run in packs of 5 to 25
individuals.
HP: 60
SQ: 9
AP: 9
XP: 700
CC: 7%
AC: 9 DR DT
Normal: 5 40%
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 0 0
PR: 40%
RR: 20%
GR: 0/0
Attacks: Bite (90%, 3 AP, D:3d6, none)
Claw (80%, 4 AP, D:2d8, roll
against EN to avoid
knockdown).
Coyotes
Smaller than wolves, with a higher howl,
coyotes are loners rather than social
animals, scavengers rather than hunters.
Coyotes aren‘t nearly as mon as they
used to be, partially because they ran
out of food when livestock herds
drastically diminished, partially
because wolf packs found that coyotes
made good meals. Coyotes barely stand 1
meter at the shoulder, and are often
yellow, tan, or brown in color. They
are mostly found in deserts and
mountains, or any area where they have
some kind of cover, such as trees.
Unless mating, coyotes are almost always
alone, and won‘t attack humans unless
cornered and provoked. They will,
however, attempt to take down livestock,
if they think it is an easy catch.
Coyotes
HP: 20
SQ: 6
AP: 6
XP: 100
CC: 5%
AC: 3 DR DT
Normal: 0 0
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 0 0
PR: 20%
RR: 10%
GR: 0/0
Attacks: Bite (70%, 3 AP, D:1d8, none)
Feral Dogs
Man‘s best friend was blessed with a
resistance to radiation that his master
did not have. When billions were
dropping dead from fallout, millions of
canines were wondering where their next
can of dog food was going to e from.
Inevitably, some escaped their houses
and backyards, forming groups not unlike
wolf packs. Today, these bands of dogs
have be feral, interbreeding with
each other and living without the humans
that supplied them with chow and loved
them for eons. A feral dog pack
operates much like a wolf pack, with a
single ‘alpha‘ male leader and anywhere
from 5 to 25 members. Feral dogs tend
to be smaller than wolves, and e in
almost any color and shape that normal
mutts do. They live anywhere, and
although they avoid humans for the most
part, feral dogs can usually be found
closer to cities and towns than wolves
and coyotes. Feral dogs will not attack
humans unless starving or provoked.
HP: 20
SQ: 6
AP: 6
XP: 100
CC: 4%
AC: 3 DR DT
Normal: 0 0
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 0 0
PR: 20%
RR: 10%
GR: 0/0
Attacks: Bite (70%, 3 AP, D:1d8, none)
Dog
Who wouldn‘t want a large, slobbering,
smelly beast as a panion? They are
intensely loyal and love you
unconditionally, and can do many useful
things like fetching items from
radioactive areas and leading blind
people around. Dogs can be found
anywhere there are humans. They e in
all sizes and colors, and will not
attack anyone unless they perceive that
person as a threat to their house,
territory, or master.
HP: 20
SQ: 6
AP: 6
XP: 100
CC: 3%
AC: 5 DR DT
Normal: 0 0
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 0 0
PR: 18%
RR: 8%
GR: 0/0
Attacks: Bite (80%, 3 AP, D:2d6, roll
against dex. to avoid knockdown)
Deathclaws
Originally thought to be mindless
monsters, deathclaws are actually an
intelligent, upright walking, mutated
lizard. They stand almost 275 cm tall,
and have large arms that end in wickedly
sharp claws that give the creatures
their name. Their skin is reptilian and
ranges in color from light brown to
almost black. Deathclaws have their own
language and some have even learned to
imitate human speech in order to
 municate with people, although this
is more like a parrot‘s reproduction
rather than actually ‘speaking.‘
Deathclaws have been known to don large
cloaks and walk among humans, passing
for mutants or half-mutants, in order to
learn about our society. There doesn‘t
seem to be any large structure to the
deathclaw world, and they prefer to live
in small tribes of 20 to 200.
Deathclaws almost always travel in
groups of 10 or more, unless they are
scouts, and then they always travel in
pairs. Deathclaws will not immediately
attack humans, but many of them have
grown to mistrust people, and rightly
so, since it wasn‘t even clear that
deathclaws were intelligent until
recently, and many humans still view
them as monsters, if they are aware of
the deathclaw‘s true nature at all.
Deathclaws
HP: 70
SQ: 10
AP: 10
XP: 800
CC: 9%
AC: 25 DR DT
Normal: 4 40%
Laser: 0 0
Fire: 4 40%
Plasma: 0 0
Explosion: 4 40%
PR: 80%
RR: 60%
GR: 0/40
Attacks: Claw (90%, 3 AP, D:3d8, none)
Spitting Plant
Not exactly Seymour, but this species of
plant is certainly a nasty customer. It
grows almost anywhere, but is usually
found among other plants so it can blend
in and ambush its prey. It stands about
2 meters tall and has a ‘flower‘ like a
Venus flytrap, a plant which it probably
mutated from. When it senses movement
and heat, it will ‘shoot‘ a sharp thorn
from its ‘flower.‘ When it senses that
the creature it shot at is no longer
moving, it will then proceed to ‘eat‘
the unlucky creature with its flower.
Although this sounds humorous, meeting
five or six of these plants is no
laughing matter. They usually grow
together, as several are always more
dangerous than one, and at least one of
them is guaranteed a meal. Spitting
plants attack anything that is warm and
moves. Note that spitting plants cannot
move - they are, literally, planted.
Their spikes do 1d6 points of damage and
have an effective range of 8 meters.
Spitting Plant
HP: 50
SQ: 8
AP: 8
XP: 100
CC: 2%
AC: 5 DR DT
Normal: 0 0
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 0 0
PR: 100%
RR: 95%
GR: 100/100
Attacks: Thorn (75%, 4 AP, D:1d6, none)
Geckos
A mutation of the smaller pre-War
lizard, Geckos are large desert-dwelling
reptiles that walk on their hind legs
and attack with their front, which have
developed sharp claws for tearing.
Highly prized for their strong pelts,
Geckos are routinely hunted in some
places, although a pack of them can
easily kill one or two inexperienced
hunters. Geckos stand about 150 cm
tall, and the larger, more dangerous
Golden Gecko is about 180 cm tall. They
travel in packs of anywhere from 4 to 20
animals.
Gecko
HP: 30
SQ: 7
AP: 7
XP: 150
CC: 2%
AC: 5 DR DT
Normal: 1 10%
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 0 0
PR: 80%
RR: 75%
GR: 0/10
Attacks: Claw (75%, 3 AP, D:1d8, none)
Bite (70%, 4 AP, D:2d6, none)
Fire Gecko
HP: 40
SQ: 9
AP: 9
XP: 300
CC: 4%
AC: 8 DR DT
Normal: 3 30%
Laser: 0 0
Fire: 3 30%
Plasma: 0 0
Explosion: 2 10%
PR: 80%
RR: 80%
GR: 0/20
Attacks: Claw (75%, 3 AP, D:1d8, none)
Bite (80%, 4 AP, D:2d6, Poison
Type B)
Golden Gecko
HP: 50
SQ: 9
AP: 9
XP: 400
CC: 5%
AC: 10 DR DT
Normal: 5 50%
Laser: 0 0
Fire: 5 50%
Plasma: 0 0
Explosion: 2 10%
PR: 100%
RR: 100%
GR: 0/50
Attacks: Claw (90%, 3 AP, D:1d12, none)
Bite (85%, 4 AP, D:1d20, none)
;
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