APOCALYPSE BESTIARY

Boar Croc
No. Enc.:  1, 1d6+ in nesting areas
Alignment:  animal
Movement:  120' (40') land, 90' (30') swim
Armor Class:  1
Hit Dice:  15
Attacks:  1 (bite/snout or tail bash), 2 if surrounded
Damage:  4d8/2d6
Save:  L8
Morale: 9
Hoard Class:  none
Mutations:  none
Description:  30' - 40' giant crocodiles that are as comfortable on land as in the water (breed and lay eggs near water).  They can run very fast with their long legs.  Boar Crocs have 3 pair of saber teeth in each jaw, and a bony snout they use as a battering ram to bash prey (double damage if charging).  On a to hit roll of 20 when biting they swallow their victim (see swallow attack in the rules).  If surrounded a Boar Croc can attack targets behind it with it's tail at the same time as attacking targets in front with a bite attack.  Although Boar Crocs look like a nightmarish mutation they are prehistoric creatures brought back to life by scientists from DNA trapped in amber.


Moth Man
No. Enc.:   1
Alignment:  alien? creature from another dimension?
Movement:   120' (40'), fly 120'(40')
Armor Class:  5
Hit Dice:  6
Attacks:  2 (claws)
Damage: 1d6/1d6
Save: L6
Morale: 6 (flee only, no surrender)
Hoard Class:  ?, no one has ever found the Moth Man's lair
Mutations:  wings, gamma eyes, increased vision, precognition, mental barrier, bizarre appearance
Description:  A mysterious winged humanoid with glowing red eyes.  Only one Moth Man is ever seen at a time so no one knows if it is one creature or many.  The Moth Man is considered a bad omen by some as it's appearance usually precedes ill fortune and disaster.  Others say the Moth Man comes to warn of disaster.  The Moth Man tries to avoid combat.  If forced it will try to flee at the first opportunity.


Corpse Fungus
No. Enc.: 3d10 (2d100)
Alignment: fungus
Movement: 60' (20') or as creature
Armor Class: 8
Hit Dice: 4
Attacks: 1(Bite)
Damage: 1d6
Save: L4
Morale: 12
Hoard Class: VII

Corpses infected with a fungus that animates the dead body to move and attack to spread it's spores.   A person bitten by a walking dead must save versus poison, or be infected with the corpse fungus.  Once infected the victim must save vs poison twice a day; failing the save means they lose 1 CON.  At 0 CON the victim dies.  A person killed by these creatures will be animated by the fungus in 1d3 days.  A couple of days after  animation the corpse will explode when destroyed.  After a week or so they explode with the slightest damage (1 hp) or even on their own.  The explosion releases a spore cloud that does no damage, but everyone (not wearing a gas mask) within 1d2x10' radius must save vs. poison or be infected with corpse fungus.  Without advanced medicines and technology corpse fungus is very difficult to treat.  The only low tech cure is to kill the fungus with strong radiation and poisons, and it's often just as fatal to the patient.   If successfully treated the patient's CON returns to normal.


C.H.U.D.
No. Enc.: 1d10 (4d10)
Alignment: hungry
Movement: 120’ (40’)
Armor Class: 8
Hit Dice: 6
Attacks: 2 (2 claws or 1 claw & bite)
Damage: 1d4/1d8
Save: L2
Morale: 7
Hoard Class: XX
Mutations:  chameleon epidermis, increased smell, night vision, natural weapons (claws/teeth), albinism, phobia (daylight)
Description:  Cannibalistic Humanoid Underground Dwellers.  INT 4.  CHUD will not venture out in daylight.  Groups will be lead by bigger, boss CHUD with 9 hit dice and INT 6 (about 1 in 8 CHUD are Boss CHUD).  CHUD bosses occasionally use weapons (1 attack).  Large tribes will be led by a mighty CHUD king (about 1 in 80 CHUD are Kings) with the following stats and INT 10.  CHUD Kings may be armed with weapons and armor. 

C.H.U.D. King
No. Enc.: 1
Alignment: hungrier
Movement: 120’ (40’)
Armor Class: 6 or armor
Hit Dice: 10
Attacks: 2 (2 claws or 1 claw & bite) or 1 weapon
Damage: 2d4/2d6 or weapon
Save: L8
Morale: 10
Hoard Class:
Mutations:  chameleon epidermis, increased smell, night vision, increased strength, natural weapons (claws/teeth), albinism, phobia (daylight)


Bigfoots
No. Enc.: 1d6 (4d6)
Alignment: see description
Movement: 120’ (40’)
Armor Class: 6
Hit Dice: 7
Attacks: 1 or 2  fists
Damage: 1d6+2 each
Save: L5
Morale: 10
Hoard Class: XX
Mutations:  1d8-2 mutations
Large, strong, hairy humanoids that appear to be the long lost cousins of humanity.  A species close to extinction before the collapse of human civilization, they have thrived since.  They normally disdain the trappings of man such as clothing or anything but the most primitive technology, but some have adopted the ways of civilization (such as the Sasquatches of Porcupine).  Some Bigfoots can speak;  most either can't or choose not to.  Bigfoots come in a variety of regional varieties.  Sasquatch:  relatively peaceful, deciduous and conifer forest dwellers.  Slow to anger, but dangerous when provoked.  Skunk Apes:  bitter tempered, mean, loud, and stinky.  They inhabit the warmer regions:  jungles, swamps, and wastelands.  Yeti:  mysterious  mountain and arctic dwellers.  Some appear to be wise mystics, others vicious killers.


Hogzilla (Giant Boar)
No. Enc.: 1d4 (1d4)
Alignment: Animal
Movement: 120’ (40’)
Armor Class: 5
Hit Dice: 7
Attacks: 1 (tusks), can charge
Damage: 2d8+4
Save: L2
Morale: 9
Hoard Class: None
Mutations:  Enlarged tusks +2 dam, gigantic +2 dam, increased smell

Gigantic, mutated cross between wild and domestic pigs (looks like a giant wild hog).  9' to 12' long and 6' tall.  Tusks are between 2' and 3' long.


Blue Oxen (domesticated)
No. Enc.: 0 (3d10)
Alignment: animal
Movement: 120’ (40’)
Armor Class: 7
Hit Dice: 4
Attacks: 1 (butt)
Damage: 1d8+5 butt, can charge
Save: L2
Morale: 5
Hoard Class: None
Mutations:  gigantic +2 damage, enlarged horns +3 dam, radar (90', +2 to hit), shriek, reflective epidermis (radiation), blind, bizarre appearance

Blue oxen are huge (6' tall, 9' long) and bright blue.  They have no eyes, using radar instead.  Their horns can span up to 8', and are massive.   Blue oxen are a popular, domestic, herd animal for the plains near the Radioactive Desert.  The blue milk and meat is delicious and radiation free.  A coat made of blue oxen leather gives the wearer +2 to save vs. radiation.


Gamma Goats (domesticated)
No. Enc.: 0 (3d10)
Alignment: animal
Movement: 240’ (80’)
Armor Class: 7
Hit Dice: 1 Attacks: 1 (butt)
Damage: 1d4
Save: L1
Morale: 5
Hoard Class: None
Mutations:  Energy Ray (emits 10' radius radiation, 4d6), Accumulated resistance (radiation),
     roll 1d10:  1-5= 1 head & 4 legs, 6-7= 4+1d4 legs, 8-9= 2 heads, 10=4+1d4 legs & 2 heads

Gamma goats are tended in small herds by radiation resistant shepherds.  The meat is too radioactive for most, but the milk is used to make mildly radioactive, very expensive, gourmet cheeses.


Terranautilus (steed, wild)
No. Enc.: 0 (1d4)
Alignment: animal
Movement:  120’ (40’), swim 120' (40')
Armor Class: body 3, tentacles 7
Hit Dice: 4
Attacks: 6 (5 tentacles, 1 bite)
Damage: 1d3 tentacle/1d6 bite
Save: L2
Morale: 7 (9)
Hoard Class: none
Mutations: natural armor, chameleon epidermis, increased balance, amphibious
     Terranautilus are giant mollusks that are as comfortable on land as in the water.  They swim and lay their eggs in water, but are often found on dry land or in very shallow water.  They have 10 tentacles,  an armored shell, and a sharp pincer beak.  They use 8 to 5 tentacles when moving.  They require a minimum of 4 tentacles to stand.  A tentacle can be cut off if a total of 6 hit points or more of damage is dealt with one blow.  Terranautilus can be trained as steeds.


War Flamingo (steed, domesticated)
No. Enc.: 1d6 (3d6)
Alignment: animal
Movement: 210’ (70’)
Armor Class: 7
Hit Dice: 4
Attacks: 1 beak or kick
Damage: 1d8, 1d8
Save: L2
Morale: 10
Hoard Class: None
Mutations: shriek, body adjustment (once per week)
     War Flamingos are 6’ tall flightless birds that are used as steeds. They have bright plumage in a variety of colors.


Jackalope (steed, wild)
No. Enc.: 0 (3d10)
Alignment: animal
Movement: normal 240’ (80’), quick 480' (160')
Armor Class: 7
Hit Dice: 1
Attacks: 1 (antlers)
Damage: 1d6
Save: L2
Morale: 5
Hoard Class: None
Mutations:  Natural Weapons (antlers), quickness
     Jackalopes can be used as mounts if captured and trained young. Even after training, however, they are easily spooked and must be kept under a tight rein.  Jackalopes also have a rough gait.  It is not possible to attack from a jackalope .  They will only ram a target if startled by it. 


Sword Elk
No. Enc.: 1
Alignment: Animal?  Ancient Hyperzephyrians???
Movement: 240’ (80’)
Armor Class: 7
Hit Dice: 5
Attacks: 1 (antlers)
Damage: 2d8 + 4d6 flame
Save: L4
Morale: 10
Hoard Class: None
Mutations:  Enlarged Antlers, Energy Ray (flame), Neural Telepathy
     Large black elk with many pointed, flaming antlers.  Considered a holy beast by the Cult of the Ancient Hyperzyphyrians (as seen in this footage).


Day Strider  (steed, domesticated)
No. Enc.: 1d4 (1d4)
Alignment: animal
Movement: 300’ (100’),
Armor Class: 7
Hit Dice: 2
Attacks: 1 (kick)
Damage: 1d6
Save: L1
Morale: 6
Hoard Class: None
Mutations:  huge legs (extra leap), epidermal photosynthesis, increased balance
     Two leg steeds genetically engineered from giant toads.  Fast, reliable transportation during the day, but sluggish at night.


Giant Carnivorous Prairie Dogs
No. Enc.: 2d4 (2d6)
Alignment: Neutral
Movement: 150’ (50’)
Armor Class: 7
Hit Dice: 4 + 4
Attacks: 1 (bite)
Damage: 2d4
Save: L3
Morale: 8
Hoard Class: VII
Mutations:  gigantism, increased sight
     These burrowing creatures live in the tunnels they create in the earth, and will sometimes venture or burrow into ruins.




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