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Culture Documents
A Free Fanmade Bestiary Conversion For Dungeons and Dragons 5E
A Free Fanmade Bestiary Conversion For Dungeons and Dragons 5E
written by
Emanuele
Galletto
Original Gamma worlD seTting by
James
M.
Ward
and
Gary
Jaquet
RuLes conversion parTially based on
Omega
World,
by
Jonathan
Tweet,
Polyhedron
Magazine
#153
Wizards
of
the
Coasts
D&D
Gamma
World
line,
by
Richard
Baker,
Bruce
R.
Cordell
and
Robert
J.
Schwalb
Disclaimer
I
do
not
own
any
rights
on
Gamma
World,
Dungeons
and
Dragons,
or
any
of
the
creatures
and/or
characters,
places
and
rules
in
this
document.
This
PDF
is
and
will
always
be
available
for
FREE,
and
is
nothing
but
a
personal
tribute
to
a
great
setting
and
a
great
rules
system.
TabLe of coNTeNTs
CHAPTER
or
SECTION
GAMMA
FIVE
BESTIARY
-
Android,
Thinker
-
Android,
Warrior
-
Android,
Worker
-
Ark,
Warhound
-
Ark,
Warmaster
-
Arn
-
Badder,
Scout
-
Badder,
Warren
Chief
-
Blaash
-
Blight
-
Blood
Bird
-
Blood
Bird,
Swarm
-
Brutorz
-
Dabber
-
Fen
-
Gallus
Gallus,
Enforcer
-
Gallus
Gallus,
Sentinel
-
Gren
-
Herp
-
Hoop,
Soldier
-
Hoop,
Warchief
-
Hopper
-
Horl
Choo
-
Kai
Lin
-
Menarl
-
Narl
Ep
-
Obb
-
Orlen
-
Parn
-
Pineto
-
Podog
-
Poong
-
Porker,
Biker
-
Porker,
Marauder
-
Security
Drone
-
Serf
-
Sep
-
Sleeth
-
Soul
Besh
-
Yexil
-
Zombie,
Lurker
-
Zombie,
Plaguebearer
-
Zombie,
Radioactive
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38
anDroids
What
stands
before
you
is
not
a
human
in
fact,
youre
pretty
sure
its
purpose
is
to
replace
us
meatbags.
For
good.
Androids
are
thinking
machines
that
bear
a
lot
of
resemblance
(at
least
physically)
to
the
Ancients.
For
some
reasons,
scientists
of
the
past
thought
it
would
be
a
great
idea
to
engineer
their
own
replacements.
ANDROID,
THINKER
Medium
Construct
(robot)
Armor
Class:
15
(natural
armor)
Hit
Points:
104
(16d8
+
32)
Speed:
30
ft.
Ability
Scores:
Str
16
(+3);
Dex
14
(+2);
Con
14
(+2);
Int
20
(+5);
Wis
16
(+3);
Cha
14
(+2)
Saving
Throws:
Int
+8,
Wis
+6,
Cha
+5
Damage
Resistances:
Cold,
fire
Damage
Immunities:
Necrotic,
poison,
radiation
Condition
Immunities:
Blinded,
charmed,
deafened,
frightened,
paralyzed,
petrified,
poisoned,
stunned
Skills:
Perception
+6,
Science
+8
Senses:
Darkvision
60
ft.;
Passive
Perception
16
Challenge
6
(2.300
XP)
Traits:
Auxiliary
Generator.
When
reduced
to
0
hit
points,
the
thinker
rolls
a
d20.
On
a
10
or
more,
the
thinker
is
reduced
to
20
hit
points
instead.
One
Mind.
As
long
as
they
are
within
60
ft.
of
it,
all
robot
allies
of
the
thinker
have
advantage
on
Intelligence,
Wisdom
and
Charisma
saving
throws.
Actions:
Slam.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
target.
Hit:
10
(2d6
+
3)
bludgeoning
damage.
Laser
Field.
All
creatures
in
a
45-foot
cube
originating
from
the
thinker
must
make
a
DC
16
Dexterity
saving
throw
to
avoid
taking
22
(4d10)
laser
damage.
Bonus
Actions:
Brain
Bolt.
Ranged
Weapon
Attack:
+5
to
hit,
reach
60
ft.,
one
target.
Hit:
10
(3d6)
psychic
damage.
ANDROID,
WARRIOR
Medium
Construct
(robot)
Armor
Class:
18
(natural
armor)
Hit
Points:
75
(10d8
+
30)
Speed:
30
ft.
Ability
Scores:
Str
19
(+4);
Dex
18
(+4);
Con
16
(+3);
Int
10
(+0);
Wis
16
(+3);
Cha
8
(-1)
Damage
Resistances:
Cold,
fire
Damage
Immunities:
Necrotic,
poison,
radiation
Condition
Immunities:
Blinded,
charmed,
deafened,
frightened,
paralyzed,
petrified,
poisoned,
stunned
Skills:
Perception
+5,
Science
+2
Senses:
Darkvision
60
ft.;
Passive
Perception
15
Challenge
4
(1.100
XP)
Traits:
Auxiliary
Generator.
When
reduced
to
0
hit
points,
the
warrior
rolls
a
d20.
On
a
10
or
more,
the
warrior
is
reduced
to
10
hit
points
instead.
Actions:
Multiattack.
The
warrior
makes
two
slam
attacks.
Slam.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
target.
Hit:
11
(2d6
+
4)
bludgeoning
damage.
Shotgun.
Ranged
Weapon
Attack:
+6
to
hit,
range
30
ft./60
ft.,
one
target.
Hit:
14
(3d6
+
4)
bludgeoning
and
piercing
damage.
ANDROID,
WORKER
Medium
Construct
(robot)
Armor
Class:
12
(natural
armor)
Hit
Points:
39
(6d8
+
12)
Speed:
30
ft.
Ability
Scores:
Str
16
(+3);
Dex
12
(+1);
Con
14
(+2);
Int
8
(-1);
Wis
10
(+0);
Cha
6
(-2)
Damage
Resistances:
Cold,
fire
Damage
Immunities:
Necrotic,
poison,
radiation
Condition
Immunities:
Blinded,
charmed,
deafened,
frightened,
paralyzed,
petrified,
poisoned,
stunned
Senses:
Darkvision
60
ft.;
Passive
Perception
10
Challenge
1
(200
XP)
Traits:
Auxiliary
Generator.
When
reduced
to
0
hit
points,
the
worker
rolls
a
d20.
On
a
10
or
more,
the
worker
is
reduced
to
5
hit
points
instead.
Actions:
Slam.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
10
(2d6
+
3)
bludgeoning
damage.
ark
This
ferocious
humanoid
resembles
a
bipedal
dog
wearing
armor
made
of
scraps
and
wielding
a
vicious
weapon.
Far
from
being
mans
best
friend,
arks
are
mutated
humanoid
dogs.
Quite
intelligent,
they
live
in
tribes
ruled
by
the
strongest
fighter.
They
have
an
unnatural
fear
of
winged
and
flying
creatures.
ARK,
WARHOUND
Medium
Humanoid
(mutant)
Armor
Class:
18
(medium
armor,
shield)
Hit
Points:
52
(8d8
+
16)
Speed:
40
ft.
Ability
Scores:
Str
17
(+3);
Dex
14
(+2);
Con
14
(+2);
Int
9
(-1);
Wis
12
(+1);
Cha
11
(+0)
Saving
Throws:
Str
+5,
Con
+4
Skills:
Perception
+3,
Stealth
+4
Senses:
Darkvision
60
ft.;
Passive
Perception
13
Challenge
3
(700
XP)
Traits:
Absorb
Life.
Whenever
an
enemy
of
the
warhound
within
5
ft.
of
it
is
reduced
to
0
hit
points
or
dies,
the
warhound
regains
5
hit
points.
Brute.
When
the
warhound
hits
a
target
with
a
melee
attack,
the
attack
deals
one
extra
die
of
the
weapons
damage
to
the
target
(included
below).
Fear
of
Fliers.
The
warhound
has
disadvantage
on
attack
rolls
against
flying
creatures.
Actions:
Multiattack.
The
warhound
makes
one
axe
attack
and
one
bite
attack.
Axe.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
12
(2d8
+
3)
slashing
damage.
Bite.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
10
(3d4
+
3)
piercing
damage.
ARK,
WARMASTER
Medium
Humanoid
(mutant)
Armor
Class:
16
(medium
armor,
shield)
Hit
Points:
90
(12d8
+
36)
Speed:
40
ft.
Ability
Scores:
Str
18
(+4);
Dex
14
(+2);
Con
16
(+3);
Int
9
(-1);
Wis
12
(+1);
Cha
14
(+2)
Saving
Throws:
Str
+7,
Con
+6
Skills:
Perception
+4,
Stealth
+5
Senses:
Darkvision
60
ft.;
Passive
Perception
14
Challenge
5
(1.800
XP)
Traits:
Absorb
Life.
Whenever
an
enemy
of
the
warmaster
within
5
ft.
of
it
is
reduced
to
0
hit
points
or
dies,
the
warmaster
regains
10
hit
points.
Brute.
When
the
warmaster
hits
a
target
with
a
melee
attack,
the
attack
deals
one
extra
die
of
the
weapons
damage
to
the
target
(included
below).
Fear
of
Fliers.
The
warmaster
has
disadvantage
on
attack
rolls
against
flying
creatures.
Leader.
Friendly
creatures
that
can
see
or
hear
the
warmaster
and
are
within
30
feet
of
it
gain
a
+2
bonus
to
attack
and
damage
rolls.
Actions:
Multiattack.
The
warmaster
makes
two
chain
attacks
and
one
bite
attack.
Bite.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
target.
Hit:
11
(3d4
+
4)
piercing
damage.
Chain.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
target.
Hit:
14
(3d6
+
4)
bludgeoning
damage.
arn
A
glittering,
beautiful
dragonfly
flies
towards
you.
However,
its
five
feet
long
and
snapping
its
vicious
mandibles
at
your
face.
Arns
are
ferocious
overgrown
insects
that
prey
on
any
creature
they
are
able
to
catch.
Usually,
they
knock
their
target
to
the
ground
and
then
bite
it
viciously.
ARN
Medium
Beast
Armor
Class:
14
(natural
armor)
Hit
Points:
27
(5d8
+
5)
Speed:
20
ft.,
fly
40
ft.
Ability
Scores:
Str
14
(+2);
Dex
18
(+4);
Con
12
(+1);
Int
2
(-4);
Wis
14
(+2);
Cha
8
(-1)
Skills:
Perception
+3,
Stealth
+6
Senses:
Darkvision
60
ft.;
Passive
Perception
14
Challenge
1
(200
XP)
Traits:
All-Around
Vision.
The
arns
field
of
vision
extends
for
360
degrees.
Swoop.
The
arn
doesnt
provoke
opportunity
attacks
when
it
flies
out
of
a
hostile
creatures
reach.
Actions:
Multiattack.
The
arn
makes
two
bite
attacks,
or
one
knockdown
hit
attack
and
one
bite
attack.
Bite.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
target.
Hit:
7
(1d6
+
4)
piercing
damage.
Knockdown
Hit.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
target.
Hit:
5
(1d8
+
2)
bludgeoning
damage
and
the
target
is
knocked
prone.
BaDDer
The
eyes
of
this
5-foot-tall
intelligent
humanoid
badger
shine
with
cruelty.
Badders
are
mutant
badgers.
They
are
intelligent,
but
destructive
and
cruel.
They
live
in
underground
warrens,
and
use
scavenged
weapons,
including
firearms.
BADDER,
SCOUT
Medium
Humanoid
(mutant)
Armor
Class:
15
(light
armor)
Hit
Points:
11
(2d8
+
2)
Speed:
25
ft.,
burrow
10
ft.
Ability
Scores:
Str
14
(+2);
Dex
16
(+3);
Con
13
(+1);
Int
10
(+0);
Wis
12
(+1);
Cha
13
(+1)
Skills:
Perception
+3,
Survival
+3
Senses:
Darkvision
60
ft.;
Passive
Perception
13
Challenge
1/2
(100
XP)
Actions:
Club.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
target.
Hit:
6
(1d8
+
2)
bludgeoning
damage.
Scavenged
Handgun.
Ranged
Weapon
Attack:
+5
to
hit,
range
20
ft./60
ft.,
one
target.
Hit:
10
(2d6
+
3)
bludgeoning
and
piercing
damage.
BADDER,
WARREN
CHIEF
Medium
Humanoid
(mutant)
Armor
Class:
15
(light
armor)
Hit
Points:
27
(5d8
+
5)
Speed:
25
ft.,
burrow
10
ft.
Ability
Scores:
Str
16
(+3);
Dex
16
(+3);
Con
13
(+1);
Int
12
(+1);
Wis
12
(+1);
Cha
14
(+2)
Skills:
Perception
+3,
Survival
+3
Senses:
Darkvision
60
ft.;
Passive
Perception
13
Challenge
1
(200
XP)
Traits:
Leader.
Friendly
creatures
that
can
see
or
hear
the
warren
chief
and
are
within
30
feet
of
it
gain
a
+2
bonus
to
attack
and
damage
rolls.
Actions:
Flail.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
7
(1d8
+
3)
bludgeoning
damage.
Scavenged
Heavy
Gun.
Ranged
Weapon
Attack:
+5
to
hit,
range
40
ft./120
ft.,
one
target.
Hit:
14
(2d10
+
3)
bludgeoning
and
piercing
damage.
BLaash
This
enormous
moth
emits
beams
of
green
radiation.
Blaashes
(also
known
as
Gamma
Moths)
are
giant
carnivorous
moths.
They
are
attracted
by
light
and
attack
with
precise
beams
of
radiation.
BLAASH
Small
Beast
Armor
Class:
15
(natural
armor)
Hit
Points:
42
(8d6
+
16)
Speed:
10
ft.,
fly
40
ft.
Ability
Scores:
Str
12
(+1);
Dex
18
(+4);
Con
15
(+2);
Int
3
(-4);
Wis
14
(+2);
Cha
9
(-1)
Damage
Immunities:
Radiation
Skills:
Perception
+4
Senses:
Blindsight
60
ft.;
Passive
Perception
14
Challenge
2
(450
XP)
Traits:
Radioactive
Glow
(Aura).
Living
creatures
within
5
feet
of
the
blaash
gain
vulnerability
to
radiation
damage.
Actions:
Bite.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
target.
Hit:
6
(1d4
+
4)
piercing
damage.
Radiation
Beam.
Ranged
Weapon
Attack:
+7
to
hit,
range
10
ft./20
ft.,
one
target.
Hit:
9
(1d8
+
4)
radiation
damage.
Radiation
Burst
(recharge
on
a
4,
5
or
6).
All
creatures
in
a
25-foot
cube
originating
from
the
blaash
must
make
a
DC
12
Constitution
check.
On
a
failed
save,
a
creature
takes
11
(2d6
+
4)
radiation
damage.
On
a
successful
save,
a
creature
only
takes
half
damage
from
the
attack.
bLighT
The
air
shifts.
Where
nothing
stood
before,
now
you
can
see
a
hulking
wormlike
creature
with
insect
wings.
The
Blight,
or
Cloud
Worm,
is
a
giant
flying
worm
with
the
ability
to
turn
invisible.
It
strikes
from
above
and
drags
its
prey
in
the
sky
to
devour
it.
When
a
blight
appears,
the
air
ripples
with
blinding
light.
BLIGHT
Large
Beast
(extraterrestrial)
Armor
Class:
14
(natural
armor)
Hit
Points:
59
(7d10
+
21)
Speed:
30
ft.,
fly
30
ft.
Ability
Scores:
Str
16
(+3);
Dex
16
(+3);
Con
16
(+3);
Int
7
(-2);
Wis
12
(+1);
Cha
10
(+0)
Damage
Resistances:
Fire,
radiation,
sonic
Skills:
Perception
+3
Senses:
Darkvision
60
ft.;
Passive
Perception
13
Challenge
4
(1.100
XP)
Traits:
Light
Bending.
The
blight
is
normally
invisible.
When
it
attacks,
it
becomes
visible
for
1
round.
Surprise
Attack.
If
the
blight
surprises
a
creature
and
hits
it
with
an
attack
during
the
first
round
of
combat,
the
target
takes
an
extra
10
(3d6)
damage
from
the
attack.
Actions:
Bite.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
10
(2d6
+
3)
piercing
damage.
Blinding
Spark
(recharge
on
a
6).
All
creatures
able
to
see
the
Blight
and
within
20
ft.
of
it
must
succeed
on
a
DC
13
Dexterity
saving
throw
or
be
blinded
for
1
round.
BLood Bird
A
scarlet-feathered
bird
flies
in
circles
above
you,
with
a
hungry
look
in
its
eyes.
Blood
birds
are
beautiful
and
deadly.
They
lure
prey
with
their
cheerful
singing
and
colorful
plumage,
then
viciously
attack
in
a
flurry
of
bites
and
radiation.
BLOOD
BIRD
Tiny
Beast
Armor
Class:
14
Hit
Points:
7
(3d4)
Speed:
5
ft.,
fly
40
ft.
Ability
Scores:
Str
10
(+0);
Dex
18
(+4);
Con
10
(+0);
Int
2
(-4);
Wis
14
(+2);
Cha
3
(-4)
Damage
Immunities:
Psychic,
radiation
Skills:
Perception
+4
Senses:
Low-light
vision;
Passive
Perception
14
Challenge
1/4
(50
XP)
Traits:
Radioactive
Glow
(Aura).
Living
creatures
within
5
feet
of
the
blood
bird
gain
vulnerability
to
radiation
damage.
Actions:
Beak.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
target.
Hit:
1
piercing
damage
plus
5
(2d4)
radiation
damage.
BLOOD
BIRD,
SWARM
Medium
Swarm
of
Tiny
Beasts
Armor
Class:
14
Hit
Points:
36
(8d8)
Speed:
5
ft.,
fly
40
ft.
Ability
Scores:
Str
10
(+0);
Dex
18
(+4);
Con
10
(+0);
Int
2
(-4);
Wis
14
(+2);
Cha
3
(-4)
Damage
Resistances:
Bludgeoning,
piercing,
slashing
Damage
Immunities:
Psychic,
radiation
Condition
Immunities:
Charmed,
frightened,
paralyzed,
petrified,
prone,
restrained,
stunned
Skills:
Perception
+4
Senses:
Low-light
vision;
Passive
Perception
14
Challenge
2
(450
XP)
Traits:
Radioactive
Glow
(Aura).
Living
creatures
within
5
feet
of
the
swarm
gain
vulnerability
to
radiation
damage.
Swarm.
The
swarm
can
occupy
another
creatures
space
and
vice
versa,
and
the
swarm
can
move
through
any
opening
large
enough
for
a
Tiny
blood
bird.
The
swarm
cant
regain
hit
points
or
gain
temporary
hit
points.
Actions:
Beaks.
Melee
Weapon
Attack:
+6
to
hit,
reach
0
ft.,
one
creature
in
the
swarms
space.
Hit:
5
(2d4)
piercing
damage
(or
half
as
much
if
the
swarm
has
18
hit
points
or
fewer)
plus
7
(2d6)
radiation
damage.
10
BruTorz
Powerful
and
yet
agile,
this
mutated
horses
eyes
gleam
with
intellect.
The
brutorz
are
intelligent
horses.
Despite
their
bulk
and
size,
brutorz
are
quick
and
agile.
They
communicate
through
telepathy,
and
are
impossible
to
domesticate.
However,
sometimes
a
brutorz
chooses
a
worthy
rider
and
agrees
to
bear
him
on
his
back.
This
is
an
honor
few
have
been
able
to
claim.
BRUTORZ
Large
Beast
Armor
Class:
15
(natural
armor)
Hit
Points:
60
(8d10
+
16)
Speed:
40
ft.
Ability
Scores:
Str
20
(+5);
Dex
14
(+2);
Con
14
(+2);
Int
3
(-4);
Wis
12
(+2);
Cha
9
(-1)
Skills:
Perception
+4
Senses:
Darkvision
60
ft.;
Passive
Perception
14
Challenge
4
(1.100
XP)
Traits:
Precognition.
The
brutorz
has
advantage
on
initiative
checks.
Telepathy.
The
brutorz
can
communicate
telepathically
with
any
creature
within
100
feet
of
it.
Actions:
Bite.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
target.
Hit:
12
(2d6
+
5)
piercing
damage.
Trample.
The
brutorz
combines
its
move
and
its
action
into
a
powerful
trampling
charge.
It
moves
in
a
straight
line
up
to
its
speed,
and
can
move
through
enemies
spaces.
All
the
creatures
whose
space
the
brutorz
moves
through
must
make
a
successful
DC
12
Dexterity
saving
throw
to
avoid
taking
12
(2d6
+
5)
bludgeoning
damage
and
being
knocked
prone.
11
Dabber
The
bipedal
raccoon,
his
suit
filled
with
pieces
from
scavenged
technology
and
robotic
components,
gives
you
a
wide
smile
and
points
to
his
wares.
Dabbers,
also
known
as
brown
beggars,
are
mutant
raccoons.
They
are
curious
and
intelligent,
always
willing
to
trade
and,
sometimes,
steal.
They
tend
to
be
cowardly,
avoiding
fights
by
placing
traps
or
using
diversions
to
lure
predators
away.
They
also
have
limited
telekinetic
powers.
DABBER
Small
Humanoid
(mutant)
Armor
Class:
15
(light
armor)
Hit
Points:
27
(5d6
+
10)
Speed:
30
ft.
Ability
Scores:
Str
10
(+0);
Dex
16
(+3);
Con
14
(+2);
Int
14
(+2);
Wis
12
(+1);
Cha
14
(+2)
Skills:
Deception
+4,
Insight
+3,
Perception
+3,
Persuasion
+4,
Survival
+3
Senses:
Low-light
vision;
Passive
Perception
13
Challenge
1
(200
XP)
Actions:
Short
Sword.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
6
(1d6
+
3)
piercing
damage.
Scavenged
Handgun.
Ranged
Weapon
Attack:
+5
to
hit,
range
20
ft./60
ft.,
one
target.
Hit:
10
(2d6
+
3)
bludgeoning
and
piercing
damage.
Bonus
Actions:
Telekinetic
Push.
The
dabber
chooses
a
creature
within
30
ft.
of
it.
That
creature
must
succeed
on
a
DC
11
Constitution
saving
throw
to
avoid
being
pushed
5
ft.
in
a
direction
chosen
by
the
dabber.
12
feN
A
gaunt
eel-faced
humanoid,
armed
with
a
scavenged
bladed
weapon.
Fen
are
amphibian
humanoids,
also
known
as
fish-folk.
They
avoid
contact
with
drylanders
if
possible,
and
use
electrostatic
jolts
to
incapacitate
their
victims.
FEN
Medium
Humanoid
(mutant)
Armor
Class:
15
(natural
armor)
Hit
Points:
49
(9d8
+
9)
Speed:
30
ft.,
swim
30
ft.
Ability
Scores:
Str
15
(+2);
Dex
18
(+4);
Con
12
(+1);
Int
11
(+0);
Wis
12
(+1);
Cha
10
(+0)
Damage
Resistances:
Electricity,
poison
Damage
Vulnerabilities:
Fire
Damage
Immunities:
Radiation
Skills:
Perception
+3,
Stealth
+6
Senses:
Darkvision
60
ft.;
Passive
Perception
13
Challenge
3
(700
XP)
Traits:
Aquatic.
The
fen
can
breathe
underwater,
and
being
underwater
imposes
no
penalty
on
its
attack
rolls
or
ability
checks.
Static.
Whenever
an
attacker
hits
the
fen
with
a
melee
attack,
that
attacker
takes
7
(2d6)
lightning
damage.
Actions:
Bladed
Weapon.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
target.
Hit:
11
(2d6
+
4)
slashing
damage
plus
7
(2d6)
lightning
damage.
13
GaLLUs GaLLUs
This
bipedal
chicken
wields
a
firearm
in
its
hands.
Though
it
has
feathers,
most
of
its
body
is
covered
in
a
camouflage
patterned
uniform.
Created
by
a
computerized
factory,
gallus
galluses
are
man-sized
chickens.
They
have
no
wings,
instead
sporting
arms
ending
with
three-fingered
hands.
Gallus
galluses
have
discovered
the
fate
of
their
ancestors
in
the
factory
(i.e.
ending
up
on
the
dinner
table),
and
have
vowed
terrible
vengeance
against
mankind.
GALLUS
GALLUS,
ENFORCER
Large
Humanoid
(mutant)
Armor
Class:
16
(medium
armor)
Hit
Points:
59
(7d10
+
21)
Speed:
30
ft.
Ability
Scores:
Str
18
(+4);
Dex
14
(+2);
Con
17
(+3);
Int
11
(+0);
Wis
9
(-1);
Cha
8
(-1)
Saving
Throws:
Str
+6,
Con
+5
Damage
Vulnerabilities:
poison
Skills:
Intimidation
+1
Senses:
Passive
Perception
9
Challenge
3
(700
XP)
Traits:
Poor
Depth
Perception.
The
enforcer
has
disadvantage
on
attack
rolls
against
targets
more
than
20
feet
away.
Actions:
Multiattack.
The
enforcer
makes
two
machete
attacks.
Machete.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
target.
Hit:
11
(2d6
+
4)
slashing
damage.
GALLUS
GALLUS,
SENTINEL
Medium
Humanoid
(mutant)
Armor
Class:
16
(light
armor)
Hit
Points:
33
(6d8
+
6)
Speed:
30
ft.
Ability
Scores:
Str
12
(+1);
Dex
18
(+4);
Con
12
(+1);
Int
12
(+1);
Wis
10
(+0);
Cha
8
(-1)
Damage
Vulnerabilities:
poison
Skills:
Perception
+2,
Stealth
+6,
Survival
+2
Senses:
Passive
Perception
12
Challenge
2
(450
XP)
Traits:
Poor
Depth
Perception.
The
sentinel
has
disadvantage
on
attack
rolls
against
targets
more
than
20
feet
away.
Actions:
Beak.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
target.
Hit:
7
(1d6
+
4)
piercing
damage.
Security
Taser.
Ranged
Weapon
Attack:
+6
to
hit,
range
30
ft.,
one
target.
Hit:
9
(2d4
+
4)
lightning
damage,
and
the
target
must
succeed
on
a
DC
12
Constitution
saving
throw
to
avoid
being
paralyzed
until
the
end
of
the
sentinels
next
turn.
14
GreN
Although
it
looks
like
a
human
with
green
skin,
this
creature
is
dressed
in
strange
clothes
and
wields
a
bow.
Grens
are
a
humanoid
race
from
another
dimension.
They
loathe
advanced
technology,
and
are
suspicious
of
anyone
bearing
Ancient
Gear.
Grens
usually
dwell
in
forested
areas.
GREN
Medium
Humanoid
(extradimensional)
Armor
Class:
16
(light
armor)
Hit
Points:
27
(5d8
+
5)
Speed:
30
ft.
Ability
Scores:
Str
15
(+2);
Dex
18
(+4);
Con
12
(+1);
Int
10
(+0);
Wis
14
(+2);
Cha
12
(+1)
Skills:
Perception
+4,
Stealth
+6,
Survival
+4
Senses:
Passive
Perception
14
Challenge
1
(200
XP)
Traits:
Surprise
Attack.
If
the
gren
surprises
a
creature
and
hits
it
with
an
attack
during
the
first
round
of
combat,
the
target
takes
an
extra
7
(2d6)
damage
from
the
attack.
Actions:
Machete.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
target.
Hit:
8
(1d8
+
4)
slashing
damage.
Longbow.
Ranged
Weapon
Attack:
+6
to
hit,
range
150
ft./
600
ft.,
one
target.
Hit:
8
(1d8
+
4)
piercing
damage.
15
herp
This
horrid
bug
has
been
chasing
you
for
hours;
perhaps
its
better
to
kill
it
while
you
have
some
energy
left.
Herps
are
carnivorous
mutated
beetle.
While
unable
to
fly,
their
thick
carapace
reflects
sonic
attacks.
These
bugs
are
skilled
and
relentless
hunters,
and
attack
spraying
jets
of
acid.
HERP
Small
Beast
Armor
Class:
16
(natural
armor)
Hit
Points:
55
(10d6
+
20)
Speed:
30
ft.,
climb
30
ft.
Ability
Scores:
Str
20
(+5);
Dex
16
(+3);
Con
14
(+2);
Int
2
(-4);
Wis
13
(+1);
Cha
6
(-2)
Damage
Resistances:
Acid
Damage
Immunities:
Thunder
Skills:
Perception
+3,
Stealth
+5
Senses:
Darkvision
60
ft.;
Passive
Perception
13
Challenge
4
(1.100
XP)
Actions:
Bite.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
target.
Hit:
7
(1d4
+
5)
piercing
damage
plus
10
(3d6)
acid
damage.
Acid
Spit.
Ranged
Weapon
Attack:
+5
to
hit,
range
60
ft./120
ft.,
one
target.
Hit:
17
(4d6
+
3)
acid
damage.
16
Hoop
An
8-feet
tall
humanoid
rabbit,
armed
with
a
scavenged
gun,
stands
before
you.
Hoops
are
mutated
rabbits.
They
are
tall,
strong
and
cunning.
Their
strangest
feature
is
probably
the
ability
to
turn
metal
into
a
rubbery
material.
Hoops
are
cruel
warriors,
and
roam
the
wasteland
searching
for
weaker
creatures
to
enslave
and
torture.
They
prize
Ancient
Gear
and
technology
above
all
else.
HOOP,
SOLDIER
Medium
Humanoid
(mutant)
Armor
Class:
16
(light
armor)
Hit
Points:
39
(6d8
+
12)
Speed:
30
ft.
Ability
Scores:
Str
17
(+3);
Dex
14
(+2);
Con
14
(+2);
Int
12
(+1);
Wis
14
(+2);
Cha
10
(+0)
Skills:
Perception
+4
Senses:
Passive
Perception
14
Challenge
2
(450
XP)
Actions:
Axe.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
8
(1d10
+
3)
slashing
damage.
Scavenged
Handgun.
Ranged
Weapon
Attack:
+4
to
hit,
range
20
ft./60
ft.,
one
target.
Hit:
9
(2d6
+
2)
bludgeoning
and
piercing
damage.
Rubber
Touch.
The
hoop
touches
a
metal
object
within
5
ft.
of
it
(if
the
object
is
wielded
or
worn
by
a
creature,
that
creature
can
make
a
DC
12
Dexterity
saving
throw
to
avoid
the
hoops
touch).
Once
the
hoop
touches
the
object,
it
transforms
into
a
rubbery
substance
(it
loses
all
properties
and
cannot
be
used
to
make
attacks).
Moves:
Hop.
The
hoop
jumps
30
ft.
in
any
direction.
This
movement
doesnt
provoke
opportunity
attacks.
HOOP,
WARCHIEF
Medium
Humanoid
(mutant)
Armor
Class:
16
(light
armor)
Hit
Points:
52
(8d8
+
16)
Speed:
30
ft.
Ability
Scores:
Str
18
(+4);
Dex
14
(+2);
Con
14
(+2);
Int
14
(+2);
Wis
14
(+2);
Cha
14
(+2)
Skills:
Perception
+4
Senses:
Passive
Perception
14
Challenge
3
(700
XP)
Traits:
Leader.
Friendly
creatures
that
can
see
or
hear
the
warchief
and
are
within
30
feet
of
it
gain
a
+2
bonus
to
attack
and
damage
rolls.
Actions:
Dachi.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
target.
Hit:
11
(2d6
+
4)
slashing
damage.
Pulse
Gun
(recharge
on
a
5
or
6).
Ranged
Weapon
Attack:
+4
to
hit,
range
40
ft./120
ft.,
one
target.
Hit:
16
(4d6
+
2)
radiation
damage.
Rubber
Touch.
The
hoop
touches
a
metal
object
within
5
ft.
of
it
(if
the
object
is
wielded
or
worn
by
a
creature,
that
creature
can
make
a
DC
12
Dexterity
saving
throw
to
avoid
the
hoops
touch).
Once
the
hoop
touches
the
object,
it
transforms
into
a
rubbery
substance
(it
loses
all
properties
and
cannot
be
used
to
make
attacks).
Moves:
Hop.
The
hoop
warchief
jumps
30
ft.
in
any
direction.
This
movement
doesnt
provoke
opportunity
attacks.
17
hopper
Despite
its
size
and
fearsome
horns,
this
giant
rabbit
looks
incredibly
shy.
Hoppers,
also
known
as
jackalopes,
are
timid
creatures.
Despite
their
bulk,
it
takes
nothing
to
scare
them
away.
In
the
past,
some
have
tried
to
train
hoppers
as
mounts:
bad
choice,
since
their
sudden
leaps
almost
always
end
up
killing
the
rider.
HOPPER
Large
Beast
Armor
Class:
15
(natural
armor)
Hit
Points:
52
(7d10
+
14)
Speed:
40
ft.
Ability
Scores:
Str
12
(+1);
Dex
18
(+4);
Con
14
(+2);
Int
1
(-5);
Wis
14
(+2);
Cha
6
(-2)
Skills:
Perception
+4,
Stealth
+6
Senses:
Darkvision
60
ft.;
Passive
Perception
14
Challenge
3
(700
XP)
(usually
flees
when
confronted)
Traits:
Hard
Ride.
Whenever
the
hopper
uses
its
hop
move,
the
hoppers
rider
(if
any)
must
succeed
on
a
DC
14
Dexterity
(Acrobatics)
check
to
avoid
suffering
1d6
bludgeoning
damage
and
ending
up
prone
onto
the
ground
within
5
feet
of
the
hoppers
destination.
Actions:
Gore.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
target.
Hit:
8
(2d6
+
1)
piercing
damage.
Moves:
Hop.
The
hopper
jumps
40
ft.
in
any
direction.
This
movement
doesnt
provoke
opportunity
attacks.
18
HorL choo
What
looked
like
a
black
porcupine
begins
to
spit
digestive
fluids
at
you.
Horl
choo
are
quite
dangerous,
and
can
inflict
an
agonizing
death
to
those
who
get
caught
by
a
salve
of
their
acid
quills.
These
plants
are
very
slow,
but
their
attacks
can
reach
targets
at
medium
distance.
HORL
CHOO
Small
Plant
Armor
Class:
14
Hit
Points:
10
(3d6)
Speed:
10
ft.
Ability
Scores:
Str
10
(+0);
Dex
18
(+4);
Con
10
(+0);
Int
2
(-4);
Wis
11
(+0);
Cha
12
(+1)
Damage
Resistances:
Acid,
psychic
Damage
Vulnerabilities:
Fire
Skills:
Perception
+2
Senses:
Blindsight
60
ft.
(blind
beyond
this
radius);
Passive
Perception
12
Challenge
1/4
(50
XP)
Actions:
Quill.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
target.
Hit:
6
(1d4
+
4)
piercing
damage.
Ranged
Quill.
Ranged
Weapon
Attack:
+6
to
hit,
range
20
ft./60
ft.,
one
target.
Hit:
6
(1d4
+
4)
piercing
damage
plus
3
(1d6)
acid
damage.
19
Kai LiN
Once
you
get
closer,
this
reptilian
creature
reveals
itself
to
be
an
animated
mass
of
vines
and
grass.
Kai
lin
are
mobile
plants
that
feed
themselves
on
carrion.
Their
tails
function
as
roots:
the
kai
lin
entwine
it
in
dead
flesh
to
absorb
nutrients;
it
is
also
capable
of
emitting
strong
electrical
jolts.
Sometimes,
kai
lin
are
trained
as
guardians
or
attack
creatures.
KAI
LIN
Medium
Plant
Armor
Class:
12
(natural
armor)
Hit
Points:
16
(3d8
+
3)
Speed:
35
ft.
Ability
Scores:
Str
16
(+3);
Dex
13
(+1);
Con
13
(+1);
Int
4
(-3);
Wis
14
(+2);
Cha
7
(-2)
Damage
Resistances:
Electricity,
radiation
Damage
Vulnerabilities:
Fire
Skills:
Perception
+4,
Stealth
+3
Senses:
Darkvision
60
ft.;
Passive
Perception
14
Challenge
1/2
(100
XP)
Actions:
Thorns
and
Roots.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
7
(1d8
+
3)
piercing
and
slashing
damage.
Reactions:
Electric
Lash.
Whenever
a
creature
within
5
ft.
of
the
kai
lin
moves
away
from
it,
the
kai
lin
can
use
its
reaction
to
deal
2d4
lightning
damage
to
that
creature.
20
menarL
A
thirty
feet
long
snake
with
five
pairs
of
humanoid
arms
watches
you,
hissing
silently.
Menarls
are
intelligent
mutated
snakes
with
an
overabundance
of
humanlike
arms,
each
one
perfectly
capable
of
manipulating
and
wielding
objects
(or
weapons).
Menarl
are
very
strong,
but
relatively
friendly
towards
humanoids;
however,
they
go
into
a
mad
frenzy
when
near
birds,
which
are
their
favorite
food.
MENARL
Medium
Beast
(mutant)
Armor
Class:
16
(natural
armor)
Hit
Points:
60
(9d8
+
18)
Speed:
25
ft.
Ability
Scores:
Str
18
(+4);
Dex
14
(+2);
Con
14
(+2);
Int
14
(+2);
Wis
16
(+3);
Cha
14
(+2)
Damage
Resistances:
Poison
Condition
Immunities:
Prone
Skills:
Perception
+5,
Stealth
+4
Senses:
Darkvision
60
ft.;
Passive
Perception
15
Challenge
4
(1.100
XP)
Actions:
Multiattack.
The
menarl
makes
two
scavenged
blade
attacks.
Bite.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
target.
Hit:
9
(1d10
+
4)
piercing
damage
plus
9
(2d6
+
2)
poison
damage.
Scavenged
Blade.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
target.
Hit:
8
(1d8
+
4)
slashing
damage.
21
NarL Ep
A
massive,
mobile
plant
emerges
from
the
waters,
its
vines
lashing
at
you.
Narl
Eps
are
enormous
white
mutated
trees.
They
live
in
bodies
of
water
and
attack
with
long
tentacle-like
vines.
Their
pods
contain
about
a
dozen
of
seeds
and
cause
sonic
blasts
when
opened.
NARL
EP
Large
Plant
Armor
Class:
14
Hit
Points:
136
(16d10
+
48)
Speed:
20
ft.,
swim
20
ft.
Ability
Scores:
Str
19
(+4);
Dex
19
(+4);
Con
17
(+3);
Int
10
(+0);
Wis
15
(+2);
Cha
14
(+2)
Damage
Vulnerabilities:
Fire
Damage
Resistances:
Bludgeoning,
piercing,
psychic
Condition
Immunities:
Blinded,
deafened,
exhaustion
Skills:
Stealth
+7
Senses:
Tremorsense
60
ft.
(blind
beyond
this
radius);
Passive
Perception
12
Challenge
5
(1.800
XP)
Traits:
Forest
Walk.
The
narl
ep
ignores
difficult
terrain
that
is
part
of
a
tree,
underbrush,
or
any
other
forest
growth.
Threatening
Reach.
The
narl
ep
can
make
opportunity
attacks
against
all
enemies
within
10
ft.
of
it.
Actions:
Multiattack.
The
narl
ep
makes
three
lashing
vine
attacks,
or
one
sonic
seed
and
one
lashing
vine
attack.
Lashing
Vine.
Melee
Weapon
Attack:
+7
to
hit,
reach
10
ft.,
one
target.
Hit:
13
(2d8
+
4)
bludgeoning
damage.
Sonic
Seed.
Ranged
Weapon
Attack:
+7
to
hit,
range
60
ft.,
one
target.
Hit:
10
(3d6)
thunder
damage,
and
the
target
is
stunned
until
the
end
of
the
narl
eps
next
turn.
Bonus
Actions:
Needle
Puff.
All
creatures
within
5
ft.
of
the
narl
ep
must
succeed
on
a
DC
15
Dexterity
saving
throw
to
avoid
taking
7
(1d6
+
4)
piercing
damage.
22
Obb
A
bat-like
fungal
abomination
turns
its
only
eye
towards
you.
The
obb,
also
known
as
flying
eye,
is
a
bizarre
fungus
creature
that
mutated
into
a
bat-like
winged
horror.
Obbs
attack
their
prey
with
radiation
blasts
from
their
only
eye,
and
often
plants
its
spores
in
the
half-devoured
corpses.
OBB
Small
Plant
(extraterrestrial)
Armor
Class:
15
Hit
Points:
27
(5d6
+
10)
Speed:
10
ft.,
fly
40
ft.
Ability
Scores:
Str
11
(+0);
Dex
20
(+5);
Con
14
(+2);
Int
11
(+0);
Wis
14
(+2);
Cha
10
(+0)
Damage
Vulnerabilities:
Cold
Damage
Immunities:
Fire,
laser,
radiation
Skills:
Perception
+4,
Stealth
+7
Senses:
Darkvision
60
ft.;
Passive
Perception
14
Challenge
1
(200
XP)
Traits:
Obbirth.
If
a
creature
is
killed
by
an
obbs
devour
attack,
a
new
obb
appears
in
that
creatures
space
after
1d6
rounds.
Actions:
Devour.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
target.
Hit:
7
(1d4
+
5)
piercing
damage.
Obblast.
Ranged
Weapon
Attack:
+7
to
hit,
range
20
ft./60
ft.,
one
target.
Hit:
9
(2d6
+
2)
radiation
damage.
23
orLeN
This
giant
humanoid
has
four
arms
and
two
heads,
which
seem
caught
in
an
endless
bickering.
The
orlen
are
6-feet
tall
humanoids
with
four
arms.
Each
pair
of
arms
is
controlled
by
one
head
with
a
will
of
its
own.
The
two
personalities
of
an
orlen
often
discuss
and
bicker,
but
overall
the
creature
is
usually
peaceful
and
eager
to
trade
with
anyone
dealing
in
technological
devices
(especially
those
that
can
be
adapted
for
a
four-armed
creature).
ORLEN
Large
Giant
(mutant)
Armor
Class:
12
(light
armor)
Hit
Points:
68
(8d10
+
24)
Speed:
40
ft.
Ability
Scores:
Str
18
(+4);
Dex
13
(+1);
Con
16
(+3);
Int
10
(+0);
Wis
12
(+1);
Cha
12
(+1)
Skills:
Perception
+3
Senses:
Darkvision
60
ft.;
Passive
Perception
13
Challenge
4
(1.100
XP)
Traits:
Two-Headed.
The
orlen
has
advantage
on
Wisdom
(Perception)
checks
to
detect
hidden
creatures
as
well
as
advantage
on
saving
throws
made
to
resist
being
blinded,
charmed,
deafened,
frightened,
stunned,
and
knocked
unconscious.
Two
in
One.
The
orlen
rolls
initiative
two
times
at
the
beginning
of
combat,
and
gets
two
turns
during
each
round.
During
each
of
its
turns,
it
can
take
a
move,
an
action,
and
a
bonus
action.
The
orlen
gets
two
reaction
during
each
round,
too.
Each
turn
and
set
of
actions
corresponds
to
a
different
head.
Actions:
Slam.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
target.
Hit:
11
(2d6
+
4)
bludgeoning
damage.
Scavenged
Heavy
Gun.
Ranged
Weapon
Attack:
+3
to
hit,
range
40
ft./120
ft.,
one
target.
Hit:
12
(2d10
+
1)
bludgeoning
and
piercing
damage.
24
parN
A
huge
armored
beetle
viciously
shakes
its
sword
antennae
at
you.
Theres
a
reason
parns
are
also
called
sword
beetles.
These
6-feet
long
insects
have
a
thick
carapace
with
dozens
of
barbed
spines,
and
two
long
antennae
which
end
in
sword-like
structures.
Parns
are
ferocious
creatures
and
fight
to
the
death.
They
sometimes
dwell
in
ponds
and
small
rivers.
PARN
Large
Beast
Armor
Class:
16
(natural
armor)
Hit
Points:
45
(6d10
+
12)
Speed:
30
ft.,
swim
30
ft.
Ability
Scores:
Str
20
(+5);
Dex
14
(+2);
Con
16
(+2);
Int
6
(-2);
Wis
14
(+2);
Cha
9
(-1)
Damage
Resistances:
Psychic
Skills:
Perception
+4
Senses:
Low-light
vision;
Passive
Perception
14
Challenge
2
(450
XP)
Actions:
Multiattack.
The
parn
makes
two
sword
antenna
attacks,
or
one
spine
volley
attack
and
one
sword
antenna
attack.
Sword
Antenna.
Melee
Weapon
Attack:
+7
to
hit,
reach
10
ft.,
one
target.
Hit:
12
(2d6
+
5)
slashing
damage.
Spine
Volley.
Ranged
Weapon
Attack:
+4
to
hit,
range
10
ft./20
ft.,
one
target.
Hit:
6
(2d4
+
1)
piercing
damage.
25
PiNeTo
This
large
moving
cactus
vaguely
resembles
a
horse.
Pinetos
are
mobile
horse-shaped
cacti.
They
gather
in
the
deserts,
making
weird
piping
noises
to
communicate
with
their
herd.
Much
like
other
animals,
pinetos
drink
from
ponds
and
rivers
by
dipping
their
head
into
the
water.
Although
some
have
succeeded
in
riding
a
pineto,
the
long
needles
on
their
bodies
requires
a
special
saddle.
PINETO
Large
Plant
Armor
Class:
12
Hit
Points:
102
(12d10
+
36)
Speed:
40
ft.
Ability
Scores:
Str
20
(+5);
Dex
15
(+2);
Con
16
(+3);
Int
1
(-5);
Wis
10
(+0);
Cha
3
(-4)
Damage
Resistances:
Electricity,
radiation
Damage
Vulnerabilities:
Fire
Condition
Immunities:
Blinded
Senses:
Tremorsense
60
ft.
(blind
beyond
this
radius);
Passive
Perception
10
Challenge
5
(1.800
XP)
Traits:
Poison
Thorns.
Whenever
an
attacker
hits
the
pineto
with
a
melee
attack,
that
attacker
takes
7
(2d6)
poison
damage.
Actions:
Stomp.
Melee
Weapon
Attack:
+8
to
hit,
reach
5
ft.,
one
target.
Hit:
18
(3d8
+
5)
bludgeoning
damage
plus
7
(2d6)
poison
damage.
Tail
Slap.
Melee
Weapon
Attack:
+8
to
hit,
reach
5
ft.,
one
target.
Hit:
12
(2d6
+
5)
bludgeoning
damage
plus
7
(2d6)
poison
damage,
and
the
target
must
succeed
on
a
DC
16
Strength
saving
throw
to
avoid
being
knocked
prone.
26
poDoG
This
huge,
ferocious-looking
mongrel
is
more
than
able
to
chew
your
head
off.
Podogs
are
large
mutated
carnivorous
canines.
They
are
quite
intelligent,
strong,
and
if
trained
properly
can
become
extremely
loyal
steeds.
When
this
happens,
they
establish
a
telepathic
link
with
their
rider.
The
most
unnerving
ability
of
a
podog
is
its
baying,
which
can
perfectly
replicate
another
creatures
voice
and
sounds.
PODOG
Large
Beast
Armor
Class:
12
Hit
Points:
60
(8d10
+
16)
Speed:
40
ft.
Ability
Scores:
Str
18
(+4);
Dex
14
(+2);
Con
14
(+2);
Int
4
(-3);
Wis
14
(+2);
Cha
10
(+0)
Damage
Immunities:
Poison
Skills:
Perception
+4,
Stealth
+4
Senses:
Darkvision
60
ft.;
Passive
Perception
14
Challenge
3
(700
XP)
Traits:
Brute.
When
the
podog
hits
a
target
with
a
melee
attack,
the
attack
deals
one
extra
die
of
the
weapons
damage
to
the
target
(included
below).
Actions:
Bite.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
target.
Hit:
14
(3d6
+
4)
piercing
damage.
Bonus
Actions:
Unnerving
Bay.
Any
enemy
of
the
podog
within
30
ft.
of
it
and
able
to
hear
it
must
make
a
DC
12
Charisma
saving
throw
to
avoid
being
frightened.
A
creature
frightened
by
the
podogs
bay
can
make
a
new
DC
12
Charisma
saving
throw
at
the
end
of
each
of
its
turns
to
end
the
frightened
condition.
A
creature
that
was
frightened
by
a
podog
is
immune
to
that
same
podogs
unnerving
bay
for
24
hours.
27
pooNG
This
fearsome
horror
resembles
a
giant,
green-glowing
worm
with
bat-like
wings
and
a
gaping
mouth.
Its
countless
eyes
watch
you
with
blind
hunger.
Poongs,
also
called
glow
dragons,
come
from
the
depths
of
space.
Some
say
theyre
made
of
stars;
some
say
they
are
themselves
stars.
Despite
their
multitude
of
eyes,
poongs
are
practically
blind
and
rely
on
echolocation
when
hunting
for
their
prey.
POONG
Large
Beast
(extradimensional)
Armor
Class:
16
(natural
armor)
Hit
Points:
153
(18d10
+
54)
Speed:
0
ft.,
fly
40
ft.
Ability
Scores:
Str
21
(+5);
Dex
16
(+3);
Con
17
(+3);
Int
8
(-1);
Wis
14
(+2);
Cha
9
(-1)
Damage
Resistances:
Radiation
Condition
Immunities:
Blinded
Saving
Throws:
Str
+8,
Con
+6,
Cha
+2
Skills:
Perception
+5,
Stealth
+6
Senses:
Blindsight
60
ft.
(blind
beyond
this
radius);
Passive
Perception
15
Challenge
8
(3.900
XP)
Traits:
Hover.
The
poong
hovers
as
long
as
its
alive.
Swoop.
The
poong
doesnt
provoke
opportunity
attacks
when
it
flies
out
of
a
hostile
creatures
reach.
Actions:
Multiattack.
The
poong
makes
two
bite
attacks,
or
one
bite
attack
and
one
tail
attack.
Bite.
Melee
Weapon
Attack:
+8
to
hit,
reach
5
ft.,
one
target.
Hit:
16
(2d10
+
5)
piercing
damage
plus
10
(3d6)
radiation
damage.
Tail.
Melee
Weapon
Attack:
+8
to
hit,
reach
5
ft.,
one
target.
Hit:
14
(2d8
+5)
bludgeoning
damage,
and
the
target
is
knocked
prone.
Atomic
Eruption
(recharge
on
a
5
or
6).
All
creatures
in
a
25-foot
cube
originating
from
the
poong
must
make
a
DC
14
Dexterity
saving
throw.
On
a
failed
save,
a
creature
takes
49
(14d6)
fire
and
radiation
damage.
On
a
successful
save,
a
creature
takes
half
damage.
28
porker
This
fat,
leather-clad
bipedal
swine
squints
at
you
with
its
small
black
eyes.
Porkers
are
mutated
humanoid
pigs
with
a
passion
for
firearms
and
combustion
engines,
especially
the
louder
ones.
They
are
savage
raiders
who
roam
the
wasteland
on
scavenged
motorcycles.
PORKER,
BIKER
Medium
Humanoid
(mutant)
Armor
Class:
12
(light
armor)
Hit
Points:
13
(2d8
+
4)
Speed:
25
ft.
Ability
Scores:
Str
16
(+3);
Dex
10
(+0);
Con
14
(+2);
Int
10
(+0);
Wis
11
(+0);
Cha
7
(-2)
Skills:
Perception
+2
Senses:
Passive
Perception
12
Challenge
1/2
(100
XP)
Actions:
Metal
Chain.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
10
(2d6
+
3)
bludgeoning
damage.
Bonus
Actions:
Foul
Belch.
The
biker
chooses
one
creature
within
5
ft.
of
it.
That
creature
must
make
a
DC
12
Constitution
saving
throw
to
avoid
taking
4
(1d4
+
2)
poison
damage.
PORKER,
MARAUDER
Medium
Humanoid
(mutant)
Armor
Class:
15
(medium
armor)
Hit
Points:
30
(4d8
+
12)
Speed:
25
ft.
Ability
Scores:
Str
18
(+4);
Dex
12
(+1);
Con
16
(+3);
Int
12
(+1);
Wis
12
(+1);
Cha
12
(+1)
Skills:
Intimidation
+3,
Perception
+3
Senses:
Passive
Perception
13
Challenge
1
(200
XP)
Traits:
Brute.
When
the
marauder
hits
a
target
with
a
melee
attack,
the
attack
deals
one
extra
die
of
the
weapons
damage
to
the
target
(included
below).
Actions:
Baseball
Bat.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
target.
Hit:
13
(3d6
+
3)
bludgeoning
damage.
Scavenged
Handgun.
Ranged
Weapon
Attack:
+3
to
hit,
range
20
ft./60
ft.,
one
target.
Hit:
8
(2d6
+
1)
bludgeoning
and
piercing
damage.
Bonus
Actions:
Foul
Belch.
The
biker
chooses
one
creature
within
5
ft.
of
it.
That
creature
must
make
a
DC
12
Constitution
saving
throw
to
avoid
taking
4
(1d4
+
2)
poison
damage.
29
securiTy Drone
A
saucer-shaped
drone
hovers
in
front
of
you,
readying
its
weapon
systems.
Intruder.
Initiate
security
protocol.
Security
drones
still
guard
Ancient
facilities
and
laboratories.
Although
not
as
dangerous
as
other
threats
in
the
wasteland,
drones
have
enhanced
targeting
systems
and
deal
significant
damage
with
their
electric
rays.
Usually,
security
drones
do
not
chase
targets
if
they
leave
the
guarded
area.
SECURITY
DRONE
Small
Construct
(robot)
Armor
Class:
13
Hit
Points:
9
(2d6
+
2)
Speed:
5
ft.,
fly
30
ft.
Ability
Scores:
Str
16
(+3);
Dex
17
(+3);
Con
12
(+1);
Int
10
(+0);
Wis
14
(+2);
Cha
7
(-2)
Damage
Immunities:
Necrotic,
poison,
radiation
Condition
Immunities:
Blinded,
charmed,
deafened,
frightened,
paralyzed,
petrified,
poisoned,
stunned
Skills:
Perception
+4,
Science
+2
Senses:
Darkvision
60
ft.;
Passive
Perception
14
Challenge
1/4
(50
XP)
Traits:
Hover.
The
security
drone
hovers
as
long
as
its
alive.
Actions:
Pincer.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
5
(1d4
+
3)
piercing
damage.
Electric
Ray.
Ranged
Weapon
Attack:
+5
to
hit,
range
20
ft./60
ft.,
one
target.
Hit:
8
(2d4
+
3)
lightning
damage.
30
Sep
Similar
to
a
crossbreed
between
a
shark
and
a
mole,
this
large
beast
swims
through
solid
ground.
Perfectly
able
to
burrow
through
sand
and
earth
thanks
to
a
telekinetic
power,
seps
use
hit
and
run
tactics
to
attack
their
prey.
Once
the
victim
is
killed,
the
sep
drags
the
body
underground
to
feed
on
it.
SEP
Large
Beast
Armor
Class:
15
(natural
armor)
Hit
Points:
114
(12d10
+
48)
Speed:
30
ft.,
burrow
20
ft.
Ability
Scores:
Str
14
(+2);
Dex
19
(+4);
Con
18
(+4);
Int
2
(-4);
Wis
10
(+0);
Cha
11
(+0)
Senses:
Tremorsense
60
ft.,
Passive
Perception
10
Challenge
5
(1.800
XP)
Traits:
Surprise
Attack.
If
the
sep
surprises
a
creature
and
hits
it
with
an
attack
during
the
first
round
of
combat,
the
target
takes
an
extra
10
(3d6)
damage
from
the
attack.
Actions:
Bite.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
target.
Hit:
14
(3d6
+
4)
piercing
damage
and
the
target
is
grappled
(escape
DC
15).
Until
this
grapple
ends,
the
target
is
restrained,
and
the
sep
cant
bite
another
target.
Bonus
Actions:
Chomp.
If
the
sep
is
grappling
a
creature
with
its
bite,
that
creature
takes
10
(3d6)
piercing
damage.
31
serf
What
looks
like
a
normal
humanoid
reveals
its
monstrous
nature:
it
has
an
enormous
brain
and
clawed
hands.
Serfs
are
humanoids
with
powerful
psychic
abilities
and
poisonous
claws.
They
are
highly
intelligent
and
usually
organize
in
brigades
where
the
leader
enforces
its
authority
by
means
of
powerful
ancient
relics.
SERF
Medium
Humanoid
(extradimensional)
Armor
Class:
14
(natural
armor)
Hit
Points:
88
(16d8
+
16)
Speed:
30
ft.
Ability
Scores:
Str
18
(+4);
Dex
12
(+1);
Con
13
(+1);
Int
16
(+3);
Wis
12
(+1);
Cha
15
(+2)
Saving
Throws:
Int
+6,
Cha
+5
Skills:
Perception
+4,
Science
+6
Senses:
Passive
Perception
14
Challenge
5
(1.800
XP)
Actions:
Multiattack.
The
serf
makes
two
poison
claw
attacks.
Poison
Claw.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
target.
Hit:
9
(2d4
+
4)
slashing
damage
plus
7
(2d6)
poison
damage.
Life
Leech
(Recharge
after
a
short
or
long
rest):
All
creatures
in
a
45-foot
cube
originating
from
the
serf
must
make
a
DC
14
Constitution
saving
throw,
taking
21
(6d6)
necrotic
damage
on
a
failed
save,
and
half
as
much
on
a
successful
one.
The
serf
regains
hit
points
equal
to
the
damage
taken
this
way.
Mind
Blast.
All
creatures
in
a
25-foot
cube
originating
from
the
serf
must
make
a
DC
14
Charisma
saving
throw
to
avoid
taking
14
(4d6)
psychic
damage
and
being
stunned
until
the
end
of
the
serfs
next
turn.
Bonus
Actions:
Light
Manipulation
(Recharge
on
a
5
or
6):
The
serf
becomes
invisible
until
the
start
of
its
next
turn.
32
SLeeTh
A
tall,
bipedal
lizard
with
wise
eyes
suspicious
eyes,
too.
A
sleeth
is
a
very
intelligent
mutated
lizard-man.
Sleeths
enjoy
wisdom,
knowledge,
and
often
engage
in
conversation
with
travelers.
Sleeth
appreciate
weapons
and
technology.
SLEETH
Medium
Humanoid
(mutant)
Armor
Class:
13
(natural
armor)
Hit
Points:
31
(5d8
+
5)
Speed:
30
ft.
Ability
Scores:
Str
12
(+1);
Dex
11
(+0);
Con
12
(+1);
Int
14
(+2);
Wis
14
(+2);
Cha
13
(+1)
Damage
Resistances:
Poison,
psychic
Skills:
Conspiracy
+4,
Nature
+4,
Persuasion
+3
Senses:
Passive
Perception
12
Challenge
1
(200
XP)
Traits:
Precognition.
The
sleeth
has
advantage
on
initiative
checks.
Actions:
Claw.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
target.
Hit:
4
(1d6
+
1)
slashing
damage.
Nightmarish
Thoughts.
The
sleeth
chooses
a
creature
within
60
ft.
of
it.
That
creature
must
make
a
DC
11
Charisma
saving
throw.
On
a
failed
save,
the
target
takes
8
(2d6
+
1)
psychic
damage
and
is
frightened
for
1
round.
On
a
successful
save,
the
target
takes
half
damage
and
isnt
frightened
by
the
sleeth.
Bonus
Actions:
Telekinetic
Push.
The
sleeth
chooses
a
creature
within
30
ft.
of
it.
That
creature
must
succeed
on
a
DC
11
Constitution
saving
throw
to
avoid
being
pushed
5
ft.
in
a
direction
chosen
by
the
sleeth.
33
souL besh
A
hungry-looking,
dog-sized
bug
is
sticking
its
proboscis
in
your
friends
back.
Soul
beshes
are
mutant
mosquitoes.
They
are
the
size
of
a
small
dog,
have
no
wings,
and
possess
chameleon
powers.
When
hungry,
a
soul
besh
uses
its
proboscis
to
anesthetize
a
victim
and
then
drinks
its
blood.
Some
train
soul
beshes
as
watch-bugs,
but
they
are
hard
to
control
when
hungry.
SOUL
BESH
Small
Beast
Armor
Class:
14
(natural
armor)
Hit
Points:
27
(6d6
+
6)
Speed:
30
ft.,
climb
30
ft.
Ability
Scores:
Str
14
(+2);
Dex
17
(+3);
Con
12
(+1);
Int
2
(-4);
Wis
12
(+1);
Cha
6
(-2)
Skills:
Perception
+3,
Stealth
+5
Senses:
Darkvision
60
ft.;
Passive
Perception
13
Challenge
1
(200
XP)
Traits:
Chameleon
Mutation.
Attacks
made
against
the
soul
besh
by
creatures
more
than
5
ft.
away
from
it
have
disadvantage.
Actions:
Proboscis.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
6
(1d6
+
3)
piercing
damage,
and
the
target
must
succeed
on
a
DC
14
Strength
saving
throw
or
become
grappled
by
the
soul
besh.
Blood
Drain.
The
soul
besh
chooses
a
target
grappled
by
it.
That
target
takes
2d6
+
1
poison
damage
and
the
soul
besh
regains
that
many
hit
points.
34
TerL
A
weird,
feathered
barracuda
flies
from
tree
to
tree,
its
white
eyes
searching
for
prey.
Terls
are
mutated
amphibian
creatures.
They
resemble
6
feet
long
barracudas,
but
their
bodies
are
covered
in
bright
plumage
and
they
have
the
ability
to
fly
telekinetically.
Terls
usually
hunt
in
flocks.
TERL
Medium
Beast
Armor
Class:
15
Hit
Points:
52
(8d8
+
16)
Speed:
5
ft.,
fly
30
ft.,
swim
30
ft.
Ability
Scores:
Str
11
(+0);
Dex
20
(+5);
Con
14
(+2);
Int
2
(-4);
Wis
14
(+2);
Cha
10
(+0)
Damage
Resistances:
Fire,
Laser
Skills:
Perception
+4,
Stealth
+7
Senses:
Darkvision
60
ft.;
Passive
Perception
14
Challenge
3
(700
XP)
Traits:
Aquatic.
The
terl
can
breathe
underwater,
and
being
underwater
imposes
no
penalty
on
its
attack
rolls
or
ability
checks.
Swoop.
The
terl
doesnt
provoke
opportunity
attacks
when
it
flies
out
of
a
hostile
creatures
reach.
Actions:
Bite.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
target.
Hit:
8
(1d6
+
5)
piercing
damage
plus
3
(1d6)
cold
damage.
Sonic
Blast.
Ranged
Weapon
Attack:
+7
to
hit,
range
20
ft./60
ft.,
one
target.
Hit:
12
(2d6
+
5)
thunder
damage
and
the
target
is
pushed
10
ft.
away
from
the
terl.
35
yeXiL
This
large
leonine
creature
watches
you
with
curiosity
in
its
eyes.
It
is
somewhat
clumsy
standing
on
his
legs
and
wings,
but
its
insect-like
mouth
looks
quite
intimidating.
Yexils
are
bizarre
mutated
animals.
They
have
the
body
and
head
of
a
lion,
but
they
have
bat-like
wings
in
place
of
their
forelimbs,
and
powerful
mandibles
on
their
mouths.
In
addition,
they
can
shoot
laser
beams
from
their
eyes.
Despite
this,
yexils
are
not
very
aggressive,
and
willingly
trade
the
few
items
they
gather
in
exchange
for
clothes,
which
they
feed
on.
The
more
elaborate
the
garment,
the
better
it
tastes.
YEXIL
Large
Beast
(extradimensional)
Armor
Class:
12
Hit
Points:
52
(8d10
+
16)
Speed:
10
ft.,
fly
30
ft.
Ability
Scores:
Str
19
(+4);
Dex
14
(+2);
Con
14
(+2);
Int
9
(-1);
Wis
14
(+2);
Cha
11
(+0)
Damage
Resistances:
Cold
Skills:
Perception
+4
Senses:
Low-light
vision;
Passive
Perception
16
Challenge
2
(450
XP)
Actions:
Bite.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
target.
Hit:
11
(2d6
+
4)
piercing
damage.
Laser
Eyes.
Ranged
Weapon
Attack:
+4
to
hit,
range
20
ft./60
ft.,
one
target.
Hit:
12
(3d6
+
2)
laser
damage.
36
zombie
This
decaying
mass
of
flesh
might
once
have
been
a
humanoid
creature.
Unfortunately,
it
still
moves.
There
are
many
types
of
zombies
in
Gamma
World:
some
are
reanimated
corpses,
some
are
infected,
and
some
were
actually
engineered
to
be
like
this.
Feel
free
to
use
the
following
three
archetypes
as
you
see
fit.
ZOMBIE,
LURKER
Medium
Undead
Armor
Class:
15
Hit
Points:
102
(12d8
+
48)
Speed:
40
ft.,
climb
40
ft.
Ability
Scores:
Str
16
(+3);
Dex
20
(+5);
Con
18
(+4);
Int
2
(-4);
Wis
12
(+1);
Cha
2
(-4)
Damage
Immunities:
Poison,
radiation
Condition
Immunities:
Charmed,
exhaustion,
frightened,
paralyzed,
poisoned
Skills:
Perception
+4,
Stealth
+8
Senses:
Darkvision
60
ft.,
Passive
Perception
14
Challenge
7
(2.900
XP)
Traits:
Ambusher.
The
lurker
has
advantage
on
attack
rolls
against
any
creature
it
has
surprised.
Evasion.
If
the
lurker
is
subjected
to
an
effect
that
allows
it
to
make
a
Dexterity
saving
throw
to
take
only
half
damage,
the
lurker
instead
takes
no
damage
if
it
succeeds
on
the
saving
throw,
and
half
damage
if
it
fails.
Sneak
Attack
(1/Turn).
The
lurker
deals
an
extra
13
(4d6)
damage
when
it
hits
a
target
with
a
weapon
attack
and
has
advantage
on
the
attack
roll,
or
when
the
target
is
within
5
feet
of
an
ally
of
the
lurker
that
isnt
incapacitated
and
the
lurker
doesnt
have
disadvantage
on
the
attack
roll.
Actions:
Multiattack.
The
lurker
makes
one
attack
with
its
bite
and
two
attacks
with
its
claw.
Bite.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
target.
Hit:
13
(3d6
+
3)
piercing
damage.
Claw.
Melee
Weapon
Attack:
+8
to
hit,
reach
5
ft.,
one
target.
Hit:
10
(2d4
+
5)
slashing
damage.
ZOMBIE,
PLAGUEBEARER
Large
Undead
Armor
Class:
9
Hit
Points:
63
(6d10
+
30)
Speed:
20
ft.
Ability
Scores:
Str
16
(+3);
Dex
9
(-1);
Con
20
(+5);
Int
1
(-5);
Wis
8
(-1);
Cha
1
(-5)
Damage
Immunities:
Poison,
radiation
Condition
Immunities:
Charmed,
exhaustion,
frightened,
paralyzed,
poisoned
Senses:
Darkvision
60
ft.,
Passive
Perception
9
Challenge
2
(450
XP)
Traits:
Plague
Stench
(Aura).
Creatures
that
end
their
turn
within
5
ft.
of
the
plaguebearer
take
3
(1d6)
poison
damage.
Actions:
Slam.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
10
(2d6
+
3)
bludgeoning
damage
plus
7
(2d6)
poison
damage.
37
ZOMBIE,
RADIOACTIVE
Medium
Undead
Armor
Class:
9
Hit
Points:
13
(2d8
+
4)
Speed:
20
ft.
Ability
Scores:
Str
16
(+3);
Dex
9
(-1);
Con
14
(+2);
Int
1
(-5);
Wis
8
(-1);
Cha
1
(-5)
Damage
Immunities:
Poison,
radiation
Condition
Immunities:
Charmed,
exhaustion,
frightened,
paralyzed,
poisoned
Senses:
Darkvision
60
ft.,
Passive
Perception
9
Challenge
1/4
(50
XP)
Traits:
Overcharge
Pop.
Whenever
the
radioactive
zombie
is
reduced
to
0
hp,
or
when
it
rolls
a
1
or
a
20
on
a
d20,
its
head
explodes.
Every
creature
in
a
15-foot
cube
originating
from
the
radioactive
zombie
must
succeed
on
a
DC
9
Dexterity
saving
throw
to
avoid
taking
3
(1d6)
radiation
damage.
Actions:
Slam.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
6
(1d6
+
3)
bludgeoning
damage
plus
3
(1d6)
radiation
damage.
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