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)

;

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