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Zone Bestiary

MYZ

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100% found this document useful (3 votes)
302 views

Zone Bestiary

MYZ

Uploaded by

FinkFrozen
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 26

Zone Bestiary

Introduction. The Zone is filled with mutated dangers, animals, plants, bizarre and nightmarish
monsters and physics-defying phenomena that stumps the smartest scholars from Elysium. Here you
will find 40 creatures/dangers, heavily inspired from the Swedish-only previous editions of the game.
Zone Bestiary

Author
Bjørn Ove Asprem

Revision
Ingrid Wormdal

Photo credits
x Frida Bredesen, Unsplash, Front Cover Hardik Joshi (Poison Thrushes)
Omer Salom (Pony)
Unsplash Phillip Pilz (Zone Wolf)
Yoshu Ginsu (Soot Storm)
Ivan Mateev (Bearded Oak) Dan Seddon (Stink Dog)
Jaroslav Devia (Choker) Christopher Alvarenga (Zone Mammoth)
Christopher Rusev (Doom Pine)
Giancarlo Revolledo (Electric Choking Eel) Pixabay
Wolfgang Hasselmann (Electric Starling) Hans Braxmeier (Death Flies, Yellow Buzzers)
David Clode (Giant Pincers) Open Clip Art (Killer Bird)
Frida Bredesen (Silent Killer) Uncredited Pixabay content (Puff Balls, Shagged Beast)

Additional credits
Inspiration for this Bestiary is heavily drawn from the previous edition of Mutant, the Swedish-only TTRPG Mutant:
Undergångens Arvtagare, and especially their Zonernas Zoologi and their authors, Andreas Marklund, Mattias Lilja, Mattias
Johnsson and Joakim Burman. x

© 2019 Cabinet Licensing LLC. MUTANT and related logos, characters, names, and distinctive likenesses
thereof are trademarks of Cabinet Licensing LLC unless otherwise noted. Used with permission under the
Community Content Agreement for Free League Workshop. All rights reserved.

2
Zone Bestiary

Infected Tech (N/A) ..............................................................17


Contents
A note on naming conventions .............................................. 4 Killer Bird (+0) .......................................................................17

Encounter tables .................................................................... 4 Lightning Starling (-2) ...........................................................17

Table A - Monster Threat - Land ........................................ 5 Meat Rose (+0) .....................................................................18

Table B - Monster Threat - Sea........................................... 6 Nanotechnology (-3).............................................................18

Table C - Phenomenon Threat – Land ................................ 6 Poison Thrushes (-1) .............................................................19

Table D - Phenomenon Threat – Sea .................................. 6 Puff Ball (-1) ..........................................................................19

Bearded Oak (-2) .................................................................... 8 Reef Cluster (+1) ...................................................................20

Birdbeast (-1) ......................................................................... 8 Silent Killer (+0) ....................................................................20

x Blackwater (+0) ...................................................................... 9

Bush Sniper (+1) ..................................................................... 9


Sky King (-1) ..........................................................................21

Soot Storm (+0) ....................................................................21

Choker (-2) ............................................................................. 9 Stink Dog (-1) ........................................................................21

Club Head (-1) ...................................................................... 10 Swamp Thing (+0) .................................................................22

Combinator (-3) .................................................................... 10 Troglodyte (-2) ......................................................................22

Crystal Creature (-3) ............................................................. 11 Zone Wolf (-1) ......................................................................25

Death Flies (-2) ..................................................................... 11

Doom Pine (-1) ..................................................................... 11

Electric Choking Eel (+0) ....................................................... 12

Electric Choking Eel, Emperor (-1) ........................................ 12

Elmer’s Fire (-2) .................................................................... 13

Fire Bull (-1) .......................................................................... 13

Flying Death Maw (-2) .......................................................... 13

Exploder (-1)......................................................................... 14

Giant Lobster (+1) ................................................................ 14

Giant Pincers (+0) ................................................................. 14


x
Gear Eaters (-1) .................................................................... 14

Glass Storm (-1) .................................................................... 15

Grazers (+1) .......................................................................... 15

Spear bull ......................................................................... 15

Shagged beast .................................................................. 16

Pony ................................................................................. 16

Steel hooves ..................................................................... 16

Hell’s Bells (-1)...................................................................... 16

3
Zone Bestiary

A note on naming conventions


Few (if any) of these creatures have extremely creative
names. A post-apocalyptic society with a relatively low level
of knowledge and education would not, in my opinion, come
up with fancy names to describe a creature spotted in the
zone. That is why we have “giant pincers”, “crystal creature”
and “killing bird”. In time, as society progresses, Chroniclers
may come up with more scientific names for these creatures.
Maybe some will be named after the Stalker who discovered
them or the Chronicler who examined a monster’s body after
its death?

x Another thing to bear in mind is that the isolationist nature of


a Mutant Year Zero game will, inevitably, lead to different
Arks calling creatures different things. So, your characters’ Ark
might call the lightning phenomenon on page 13 Elmer’s Fire
because that’s the name of the Stalker who first witnessed it.
Another Ark might call it “lightning ball”, “electric creature”
or “round zapper”. Whenever characters from your players’
Ark and an NPC from another Ark witness a creature together,
try to have different names for this creature. This gives an
extra layer of flavor and realism and really emphasizes the feel
of the game.

Encounter tables
The following tables replace those in the Mutant Year
Zero CoreBook and includes encounters from all official
sources as well as the creatures in this product.

References
MYZ
MGA
MM
Mutant Year Zero Core Book
Mutant Genlab Alpha
Mutant Mechatron
x
GD Gray Death
ZB Zone Bestiary
ZC2 Zone Compendium 2

4
Zone Bestiary

Table A - Monster Threat - Land


When rolling a monster on the initial Threat roll, first roll
another d6 to find the correct sub-table, and then roll a d66.

Sub-table A1 (1-3) Sub-table A2 (4-6)


D66 Threat Source D66 Threat Source
11 Acid Grass MYZ 11 Parasite Fungus MYZ
12 Acid Grazers MM 12 Poison Trushes ZB
13 Air Jellies MYZ 13 Pony ZB
14 Bearded Oak ZB 14 Psionic Butterfly MGA
15 Birdbeast ZB 15 Puff Ball ZB

x 16
21
22
Bitterbeast
Blackwater
Bush Sniper
MYZ
ZB
ZB
16
21
22
Razorback
Rot Ants
Rotfish
MYZ
MYZ
MYZ
23 Centipede Snake MGA 23 Scrap Crows MYZ
24 Choker ZB 24 Shagged Beast ZB
25 Combinator ZB 25 Shambletusk MGA
26 Crystal Creature ZB 26 Silent Killer ZB
31 Death Flies ZB 31 Sky King ZB
32 Deathworm MYZ 32 Smog Bloom MM
33 Devourer MYZ 33 Sniper Bug MGA
34 Doom Pine ZB 34 Spear Bull ZB
35 Drone Tornado MM 35 Steel Hooves ZB
36 Electric Choking Eel ZB 36 Stink Dog ZB
41 Exploder ZB 41 Swamp Thing ZB
42 Fire Bull ZB 42 Trash Bugs MM
43 Gas Flies MGA 43 Trash Hawk MYZ
44 Gear Eater ZB 44 Troglodyte ZB
45 Giant Hornbug MGA 45 Troutling MGA
46
51
52
Giant Pincers
Gnat Storm
Grunter
ZB
MGA
MGA
46
51
52
Waddler
Winged Moray
World Worm
MGA
MGA
ZB
x
53 Hell’s Bells ZB 53 Worm Swarm MYZ
54 Killer Bird ZB 54 Yellow Buzzers ZB
55 Killer Tree MYZ 55 Zone Dogs MYZ
56 Landshark MGA 56 Zone Leeches MYZ
61 Lightning Starling ZB 61 Zone Mammoth ZB
62 Meat Rose ZB 62 Zone Nightmare ZB
63 Mind Mosquitoes MYZ 63 Zone Rats MYZ
64 Mud Monk MGA 64 Zone Spider MYZ
65 Muskhorn MGA 65 Zone Wasps MYZ
66 Nightmare Flowers MYZ 66 Zone Wolf ZB

5
Zone Bestiary

Table B - Monster Threat - Sea 23 Mud Puddles MYZ


24 Night Lights MYZ
Roll on the following table if you roll a Threat and then a 25 Obelisk MYZ
Monster at sea. If the sector contains an island or a coastline, 26 Pillars of Light MYZ
you can instead roll on the above table. 31 Rot Hotspot MYZ
32 Rot Wind MYZ
D66 Threat Source 33 Sinkhole MYZ
11-13 Inkfish ZC2 34 Temperature MYZ
14-16 School of fish ZC2 drop / Heatwave
21 Kraken ZC2 35 Unexploded MYZ
22-24 Steel shark ZC2 ordnance
25-31 Strangle weed ZC2 36 Vacuum MYZ

x 32-33
34
35-41
Rot plankton
Rotzilla
Trash hawk
ZC2
ZC2
MYZ
41
42
43
Zone Smog
Avalanche
Earthquake
MYZ
MGA
MGA
42-44 Scrap gulls (use MYZ 44 Flash Flood MGA
scrap crows 45 Gas cloud MGA
stats) 46 Geyser MGA
45 Leviathan ZC2 51 Ice storm MGA
46-51 Gorge whales ZC2 52 Skyquake MGA
52-53 Beach fish (use MYZ 53 Wildfire MGA
Rotfish stats) 54 Zone morass MM
54-55 Steel Jaws ZC2 55 Glass storm ZB
56-61 Torpedo Fish ZC2 56 Club head ZB
62-63 Unbearded ZB 61 Infected tech ZB
Catfish 62 Gutfish (infected MYZ
64-65 Giant Lobster ZB water)
66 Flying Death ZB 63 Red plague GD
Maw 64 Nanotechnology ZB
65 Soot storm ZB
Table C - Phenomenon Threat – Land
Roll on the following table if you roll a Threat and then a
Phenomenon on land.
66 Elmer’s Fire ZB

Table D - Phenomenon Threat – Sea


x
Roll on the following table if you roll a Threat and then a
D66 Threat Source Phenomenon at sea. If the sector contains an island or a
11 Acid Rain MYZ coastline, you can instead roll on the above table.
12 Ash Storm MYZ
13 Dust Tornado MYZ D66 Threat Source
14 Electric Storm MYZ 11-12 Reef cluster ZB
15 Ghost Lights MYZ 13-14 Electric storm MYZ
16 Inertia Field MYZ 15-16 Carcass ZC2
21 Magnetic Field MYZ 21-22 Giant wave ZC2
22 Mirage MYZ 23-24 Zone cyclone ZC2

6
Zone Bestiary

25-26 Magnetic field MYZ 54 Vacuum MYZ


31-32 Rot wind MYZ 55 Zone Smog MYZ
33-34 Night lights MYZ 56 Ice storm MGA
35-36 Oil spill ZC2 61 Skyquake MGA
41-42 Rot Hotspot MYZ 62 Red plague GD
43-44 Maelstrom ZC2 63 Soot storm ZB
45-46 Acid rain MYZ 64 Glass storm ZB
51 Gutfish MYZ 65 Infected ZB
52 Temperature MYZ technology
drop / heatwave 66 Hovercraft ZC2
53 Pillars of Light MYZ

Credit: Espen Bierud, Unsplash


x
PHENOMENON?

Some of the encounters on the Phenomenon table does not


technically resemble the others. Viruses, nanotech, etc. They
are placed here to complete the Phenomenon tables and
because they really don’t fit in anywhere else.

7
Zone Bestiary

Bearded Oak (-2)


This creature, that in most aspects resembles any other tree,
can grow up to 18 feet tall with a diameter of 5 feet. What
makes it abnormal though, is its thick, leathery leaves, the
messy branch structure and the creature’s root system. The
latter consists of between seven and twelve (d6+6) tentacles
that allow for movement.

Even though it clearly is a living creature, it is uncertain


whether this creature is intelligent. What triggers its root

x attacks is also not known, only that some oaks are peaceful
and never assaults another creature, while others attack
indiscriminately.

What is certain is that you should never camp near one.


Stalkers have been known to disappear after camping too
close to a bearded oak. A bloodless husk has been discovered
later, the tree not to be found nearby anymore. Bearded oaks
grow in small clusters of d6/2 (minimum 1) specimens.

Attributes: Strength 10, Agility 3


Armor: 4 (bark)
Skills: Fight 2, Move 2
Weapons: Branches (weapon damage 2). If a creature is caught,
it must roll Force -2 to escape the branch. Otherwise, the
Birdbeast (-1)
Bearded Oak inflicts 1 Fatigue per round. When the victim is
broken by Fatigue, it takes 1 Damage per round. The Bearded These birds are the size of ponies, and live in scrublands,
Oak can still attack other creatures using his other branches. highlands and moors, far away from the ruined cities of the
Ancients. They can be domesticated and trained as riding
animals or birds of war.

Birdbeasts live in flocks of 2d6 creatures.


x
Attributes: Strength 4, Agility 3
Armor: 1 (natural)
Skills: Fight 2, Move 3, Scout 2
Weapons: Beak (weapon damage 2), claw (weapon damage 1).
The claw attack is primarily used to attack opponents who fail to
escape the conflict.

8
Zone Bestiary

Blackwater (+0) Attributes: Strength 2, Agility 3


Armor: 2 (natural)
Describing this creature is almost harder than defeating it. Skills: Fight 1, Move 2, Sneak 3, Shoot 2
Blackwater is a stinking mass of thick, fetid black water. This Weapons: Bite (weapon damage 1), Spit (weapon damage 1
jelly-like creature’s half-rotten Rot-infested water also Fatigue)
contains various scrap, debris, branches and even bodies that
it has picked up during its travel. Paralyzing saliva: When a victim is broken by fatigue, it is
completely covered with a quick-drying substance that
It consists of toxic waste that has fused together with organic prevents movement. The crust loosens within 1d6 hours, and
creatures and thereby created a primitive, amoeba-like victims need external help to be freed. This is possible with
organism. Its only purpose is to eat, grow and procreate. The tools or maybe a knife and a successful Force roll.

x latter happens through division. When the blackwater has


grown large enough (Strength 12), it splits into three smaller
blackwaters.
When all available prey is immobilized, the bush snipers rush
forward and start eating their victim(s) alive.

Attributes: Strength 4-12, Agility 2


Weapons: Absorption (weapon damage 1, and see below)
Choker (-2)
Absorption: Anyone caught in the rolling path of a blackwater
is trapped and suffers 1 point of Rot per round. It can free
itself (or be freed by others) by rolling Force every round. It
gets more difficult the more the victim has been mashed
together with the creature’s substance, and the Force roll
receives a -1 for every round after the first round. After four
rounds, the only way of breaking a victim free is to cut it out
after the blackwater is dead.

After absorbing a creature, a blackwater increases its Strength


by 1.

Bush Sniper (+1) x


This blind, swine-like mammal lives mostly underground, but
ventures out in the zone to hunt. Even though it is blind, it can
orient itself using its sonar ability. Its most distinguishing
feature is its bulging cheeks, which produce and contain the
This oozing cloud of unhealthy fumes is one tough opponent
paralyzing saliva it uses to bring down prey. The bush sniper
for an unlucky zone traveler. It is difficult to spot, as it consists
hunts in packs of 2d6 creatures. The pack focuses its attacks
solely of faint gases. With good light sources, like a lantern or
on one single prey at a time.
a flashlight, you could make out a faint, humanoid shape
made up of fumes and gases. It is easier to discover the
creature by smell, a foul stench that burns in the nostrils and
makes you want to vomit.

9
Zone Bestiary

is spotted, more will soon come. These creatures travel


This semi-intelligent creature nourishes itself by sucking in around the zone searching for prey while hidden. When it
decomposing gases from organic beings. It will never attack a finds it, it somehow calls to the rest of the swarm, which
robot. quickly joins in the attack. When a combinator dies, three
Attributes: Strength 5, Agility 5 other alive combinators consumes the dead combinator and
Weapons: Choking attack (see below) merges together to become a larger combinator.

Choking attack: Roll an attack with 10 base dice. Every success When killed, the swarm and most of the individual
inflicts 1 Fatigue. When a victim is broken by Fatigue, further combinators which make up the swarm, disintegrates into
trauma is Damage. unrecognizable ashes. If someone were to capture a
combinator and study it closely with a magnifying glass (or
Immunity to weapons: A choker is immune to all damage but even better, a microscope from the Old Age), he would

x
fire. If the choker is currently attacking a victim, the victim discover that these are technological creatures, the remnants
takes the same amount of damage. The victim needs to Move of a nanotechnological experiment gone awry.
away from the Choker to avoid harm. Attributes: Strength 4-6 (starting Strength)
Armor: 2 (natural)
Weapons: Fangs (weapon damage 1, but this may increase)

Club Head (-1) Swarm: Can only be damaged by fire or explosions.


These voracious and intensive microbes from the Old Age can For every round that goes by, roll a base die. On a 1, the
kill a creature within hours. When exposed to the contagion, swarm increases in strength by 1. On a 6, the swarm increases
a potential victim must roll a successful Endure. If the victim by 2.
fails, he will suffer an intense headache after 1 hour, followed
by several, permanent growths on his head and in his face. Increased size: If a swarm takes damage in a round, the
This does not cause any damage, but the victim suffers a combinators combine with the dead ones and become bigger.
permanent -1 to any attempt to Manipulate, Intimidate or This increases weapon damage by 1, to a maximum of 5.
Dominate. At the same time, a fast and serious infection
spreads in the victim’s body, causing large wounds to open.
The victim suffers 1 damage. This happens every hour until
the victim is broken, at which point it dies. A Heal is necessary
to stop this disease, with a -1 penalty. Attempts to cure itself
suffers another -2. Anyone trying to help a patient risks
infection.
Weird Zone
x
As the incubation time is so short, this disease does not spread Combinators can usually only be found in The Weird
as quickly. Also, anyone who fights off the disease either Zone, (see the special Zone Sector The Weird Zone),
before it breaks out or is saved from dying, becomes immune also available on drivethrurpg.net). You can of
to it. course use this creature without using that Zone
Sector. If encountered elsewhere, this is an
Combinator (-3) anomalous specimen whose programming has been
disrupted by something.
These insect-like creeps are about 50 cm long and seem to
consist of crystalline parts, which looks like blinking grey and
red metal. A single combinator is no big threat, but where one

10
Zone Bestiary

psychic energy to reproduce, and they are drawn to mutants


Crystal Creature (-3) with psi powers. Not only is it harder to use psionic mutant
A crystal creature is a creature made entirely of crystal. All powers, it also increases the chance of backlash.
such beings are different. Most have four legs, some have
eight. Some have tails, some have two heads. The only thing 1-10 flies require +1 MP, 11-100 flies require +2 MP and 101
they have in common are the sharp crystal claws on their to 1000 flies require +3 MP. This also increases the chance of
paws or crystal teeth in their mouths. backlash.

A crystal creature’s only purpose is to kill. Nobody knows why, Attributes: Strength 1-3
or how it is created. It can sense living creatures within Long
range, so hiding is futile. Swarm: Can only be damaged by fire or explosions.

x Attributes: Strength 6, Agility 5


Armor: 4 (natural)
Skills: Fight 3
Doom Pine (-1)
Weapons: Claws, fangs or tail (weapon damage 2)

Pouncing attack: A crystal creature can charge an opponent


within Short range and attack with a pounce. If successful, the
attack causes 1 extra damage.

Immunities: A crystal creature is immune to fire and energy


weapons.

Sharp body: If a PC misses a melee attack, he takes 1 Damage


as he cuts himself on the sharp, protruding crystals of the
creature.

Vulnerability: Sonic attack, like mutations or ultrasonic


weapons does 1 extra Damage.

Death Flies (-2)


x
These anti-social plant creatures grow in compact clusters
that without warning spreads within a forest. The doom pine
is a heavy-minded and misanthropic existence that despises
all contact with the outside world. It wants to be alone with
its thoughts, and emits a wistful, psi emotion that affects
those nearby. The affected are struck with despair and want
nothing more than to abort the expedition. Too long exposure
will lead to serious insanity.
These flies, which can swarm up to a thousand individuals, are
a real pain in the ass for psi mutants. The parasitic bug needs There are normally 200-300 doom pines in one location.

11
Zone Bestiary

Attributes: Strength 16
Armor: 6 (natural)
Skills: Scout 3 (ground vibrations)

Despair: Every hour someone is within Long range, he must


succeed in an Empathy check. Failure means that he is
stricken with guilt, feelings of anxiety or negative thoughts
imparted by the whispering tree crowns. The victim feels
strongly about returning the way he came, and only force will
prevent him from doing so.
2d6 hours after leaving the last of the doom pines, the victim’s

x mind is restored to normal.

If the Empathy check succeeds, the PC only needs to check for


Electric Choking Eel,
Empathy every 24 hours while in the presence of the pines.
However, a failure at this point reduces the PCs Empathy by Emperor (-1)
1. If Empathy is reduced to 0, the victim becomes completely
catatonic and needs to be removed from the doom pines Some stalkers braving the wet dangers of the marshlands
presence in order to recover. have reported seeing lone electric eels measuring twice or
even thrice the size of a normal eel. They always hunt alone,

Electric Choking Eel (+0) not part of a swarm.

These long and slender fish can grow to a length of nearly 5 Attributes: Strength 6, Agility 5
feet. The eel is a merciless predator fish that primarily hunts
Armor: 3
in marshlands but can actually survive for an extended period
Skills: Fight 3, Move 5 (3 above water)
of time above water. This swarm of hungry fish tries to disable
Weapons: Bite (weapon damage 1), Electric shock (weapon
a victim using their electric shocks, before eating it.
damage 2 Fatigue)

Attributes: Strength 3-8, Agility 5 (3 above water)


Drown: In the turn after a successful Fight attack, the Emperor

x
Weapons: Electric shock (weapon damage 2 Fatigue) Electric Choking Eel can pull its prey down under water to
drown it. The victim will suffer one point of damage per turn
Swarm: Can only be damaged by fire or explosions. and must make a Force roll to break free.
You are food: A swarm starts nibbling on a disabled victim as
soon as it is down. It suffers 1Ddamage pr. 3 strength of the
swarm. If the swarm doesn’t have the strength to inflict 1
point of damage, it takes several rounds to inflict damage. The
swarm may divide itself and continue attacking other victims
while the rest eats the first.

12
Zone Bestiary

Elmer’s Fire (-2) Attributes: Strength 3, Agility 3


Armor: 3 (natural)
These large, spherical and almost translucent phenomena are Skills: Fight 2, Move 2
the bane of robots and high-tech equipment. As they travel Weapons: Gore (weapon damage 1)
aimlessly throughout the Zone in its pursuit of advanced
technology to destroy, they do not spare the flesh of a Flame Breather: The Fire Bull’s fire breathing ability is similar to
mutant. the Flame Breather mutation. It cannot misfire but uses MPs
from the GM’s pool.
Elmer’s Fire are lost remains from an advanced Elysian anti-
robot defense system from the Enclave Wars. They are
concentrated fields of electro-magnetic energy equipped with

x artificial intelligence. They primarily attack robots, but can


also target energy weapons and other high-tech equipment
such as e-tools, computers etc. They attack by enveloping the
victim (or piece of technology). They are not very precise, so
in order to attack a laser rifle wielded by a human, Elmer’s Fire
burns the skin of the human as well.

They do not attack creatures that do not have high-tech


equipment on them. Robots with the EMP Protection module
can defend themselves easier against Elmer’s Fire.

Attributes: Strength 5, Agility 3


Weapons: EMP blast (Short range, weapon damage 2). The EMP
Flying Death Maw (-2)
blast can also be used to target weapons or other high-tech
equipment with gear bonus. Armor does not count against this This huge and extremely flat fish has a maw with sharp teeth
attack. and an uncanny ability to attack by “flying”. The extreme
aerodynamic shape of the fish can give it an enormous speed
Immunities: Elmer’s Fire can only be injured by Sonar attacks, underwater, allowing it to jump out of the water to attack
as from an Ultrasonic Carbine or someone with the Sonar prey on boats. There, it locks its jaws on a part of the victim’s
mutation. body before the fish tries to wriggle the poor fellow out into
the water. x
Fire Bull (-1) Attributes: Strength 4, Agility 4
These creatures are the size of a domestic pig, but with curved Armor: 3 (natural)
horns like a goat. It has a strange diet consisting of wood and
Skills: Fight 2, Move 2 (5 underwater), Sneak 3
wooden products. The creature’s poisonous substances in its
Weapons: Bite (weapon damage 1)
stomach, combined with this diet, gives it a unique ability to
spew flames. While the fire bull is herbivorous, it can be
Flying attack: Using its well-developed sonar, a flying death
dangerous if disturbed. It is quite easily domesticated though
maw is able to detect prey standing on boats, piers, etc. It
and can be used as a guard animal or to help light fires. Just
speeds up and jumps out of the water. If it misses its Fight, it
keep them away from wooden buildings. They can be found
overshoots and lands in the water on the other side. If it hits,
in small flocks of d6+1 animals.
it inflicts Bite damage and latches on to a victim. In the next

13
Zone Bestiary

round, the flying death maw tries to wriggle towards the


water and bring the prey down into the water. The flying Giant Pincers (+0)
death maw rolls Move vs Move or Force (victim’s choice). These crab-like creature measure between 5 and 6 feet tall.
In the water, a victim suffers 1 Damage per round and must They live in swamps, near rivers and wetlands and
now roll against the full Move score of the fish. underground where there is wet or damp (e.g. sewers). Giant
pincers follow the oldest female in the flock, and where that
Flying death maws often travels in schools of 5-10 fish. More female deems as a good place to lay eggs, the pincers defends
than one empty scrap sloop has been found adrift at sea, all fiercely.
its crew suspiciously missing.

Attributes: Strength 4, Agility 2

Exploder (-1) Armor: 3 (natural)


Skills: Fight 2, Scout 2, Sneak 3

x The exploder may or may not be related to the zone


mammoth. It looks similar (although half its height) but
exhibits more aggressive tendencies. This despite it being an
Weapons: Pincers (weapon damage 1 + poison)

Poison: The victim takes 1 Fatigue, and most roll for Endurance
herbivore. It almost seems like its purpose in life is to hurt
each round (not an action) to avoid losing 1 Fatigue.
other creatures.

The exploder is producing proportionally more gas than its


bigger relative and has between 3 and 14 vents to exhaust its
gas, which it does five-six times a minute.

Attributes: Strength 4, Agility 4


Skills: Scout 4
Weapons: Gore (weapon damage 1)

Explosion: Whenever an exploder takes 2 or more damage on


a single hit, roll d6. On a 1-2, it explodes with a Blast Power of
5.

Giant Lobster (+1)


These giant, sea-dwelling creatures prefer to live on the
x
bottom of seas, lakes and rivers, eating trash and refuse that
falls to the bottom. When hungry, they can come closer to the
surface to try their luck against animals and intelligent
creatures crossing rivers by foot or traversing lakes with
boats. These creatures can be spotted in groups of d6.

Attributes: Strength 7, Agility 2


Armor: 6 (natural)
Skills: Fight 4, Scout 3, Sneak 3 Gear Eaters (-1)
Weapons: Pincers (weapon damage 2)

14
Zone Bestiary

These small creatures look like a cross between a rat and a Glass storms are an aggressive natural phenomenon that
reptile. It is a very peaceful animal who never attacks some Chroniclers claim are connected to electric and
mutants, but is still considered a nuisance, a pest and a real magnetic fluctuations in the Zone. Chroniclers and stalkers
dangerous hazard. These strange rats eat non-organic also disagree on whether or not this is a zone monster, or a
material and pose a threat to gear and artefacts alike. Their phenomenon. The reason for it not being automatically
favourite food, however, is gunpowder. Throughout their categorized as a phenomenon, is that it tends to move swiftly
lifetime they have digested so much gunpowder that they can towards living beings when formed. For those unfortunate
explode if they become stressed. enough to witness a glass storm, it looks like a tornado that
has caught hundreds or thousands of glass shards on its path.
Attributes: Strength 6-8, Agility 5
Weapons: Bite (target’s the victim’s clothes and gear, see There is only one strategy when encountering a glass storm –
below). flee. Due to the Glass Storm’s speed and velocity, any Move

x
attempts suffer a -1 modifier in addition to modifiers for
Swarm: Can only be damaged by fire or explosions. But range.
probably shouldn’t.
If caught by a Glass Storm, the victim is tossed around by
Gear eating: A swarm starts nibbling on a victim’s gear. Any the winds and sliced by the glass shards. Roll two attacks
damage it inflicts targets gear carried by it. Any gear who is for the Glass Storm, with the number of Base Dice
reduced to zero gear bonus is destroyed, beyond the ability of dependent on the size of the storm (6-12 dice). The first
the best gearhead. Consult the following table in order to see attack (glass shards) inflicts damage, with an initial damage
what gear they target. of 2 with additional successes increasing the damage. The
second attack (buffeting winds) inflicts fatigue but is
otherwise similar to the attack from the shards.

1-2 Bullets Armor counts as normal.

3 Clothing and armour


4 Weapons
5 Other gear Grazers (+1)
6 Artefacts These are generally less lethal animals, hunted by mutants for
their meat and fur. Some of these may become livestock in
the Dawn World. These grazers are in addition to the ones

Explosive: A swarm of gear eaters may explode if stressed or


attacked. If the swarm attacks and rolls more 1’s than 6’s, it
mentioned in the Mutant Year Zero CoreBook and in Genlab
Alpha. x
explodes with a Blast Level of 3+number of Strength left in the Spear bull
swarm. The same happens if the swarm of gear eaters is The spear bull is about 3 feet high with brown-speckled, slick
attacked and the attacker takes trauma due to pushing. fur. The meat is quite chewy, but the females yield delicious
Individual gear eaters, if captured, may be used as a hand milk. The spear bull sheds its horns every fall, and the horn
grenade. However, caution is advised. A failed attack with a may be used as a scrap knife, a drinking horn or a foghorn.
thrown gear eater causes a gear eater to explode Maybe there are also rumours that the horns may be
prematurely, with a Blast Rating of 4 and damage 2. grounded up to create a fertility potion that will give a mutant
the ability to sire children?

Glass Storm (-1) Attributes: Strength 3, Agility 3


Weapons: Gore (weapon damage 2)

15
Zone Bestiary

Armor: 2 (natural)
Shagged beast Skills: Endure 3
The shagged beast is an over 6 feet tall grazer with long, Weapons: Bite or hooves (weapon damage 1)
shaggy fur. Sometimes even their snouts are hidden by the
long mane that covers its head. The animal is rather stupid Steel hooves
and docile. If domesticated, it will yield plenty of milk that can
This fearsome beast might be related to the pony, but is much
be used to drink or as a base for cheese. The wool can be cut
larger, fiercer and difficult to tame. Their hooves, while not
and used to create warm clothing.
actually clad in steel, are dangerous weapons, and when the
Attributes: Strength 5, Agility 2 animal rears on its hind legs and attacks, it can kill a mutant
Weapons: Gore (weapon damage 2) outright with its feet. Unlike the pony, a steel hoof is always
brown-black in color, and instead of fur, it has armor plates.
Its mouth is lined with sharp teeth and powerful incisors that

x can rip a mutant apart.

Attributes: Strength 6, Agility 4


Armor: 7 (natural)
Skills: Fight 3, Endure 3
Weapons: Bite or hooves (weapon damage 2)

Pony
Hell’s Bells (-1)
This four-legged creature is a much safer choice for a riding This plant creature is as devious and murderous as it is
beast than the bitterbeast and is much easier to tame. It beautiful and seductive. It has a deep green color, can
comes in a variety of colours but is quite short and sturdy. The measure over 6 feet tall and grows in clusters of d6
largest mutants may touch the ground when they ride it, but specimens. The stem ends in a pretty flowerhead of blue and
the animal’s endurance is great. purple, shaped like a bell. On the inside though, the bell is
covered by teeth and small tentacle mouths.

The plant eats everything that lives and breathes and lures its
victims to its grasp by playing hypnotic music, almost like
orchestral bells. The victim simply walks over to the plant and
puts its head into the monster’s mouth.
x
Attributes: Strength 3
Skills: Manipulate 5
Weapons: Grab (no damage, but the victim must roll Force -1 to
break free), Maw (weapon damage 1, automatic hit on a grabbed
victim, but roll an attack for extra damage)

Alluring music: Everyone within Long range of a Hell’s Bells


must succeed in a Sense Emotion against the creature’s
Attributes: Strength 4, Agility 3 Manipulate. Failure means it moves towards the plant. Any

16
Zone Bestiary

attempt to hinder the hypnotized victim is met with violence controls their actions and makes it extremely difficult for an
from the victim. When at Arm’s Length of the plant, the victim unfortunate victim to escape.
puts it head in its maw. Jury-rigged ear protections can give a
Gear bonus, and you can also hold your arms/fingers over Attributes: Strength 4, Agility 4
your ears for a +2 modification. Armor: 2 (natural)
Skills: Fight 3

Infected Tech (N/A) Weapons: Bite (weapon damage 1), talons (weapon damage 2)

Some of the artifacts and technical scrap that exists in the Coordinated attack: Thanks to their collective intelligence, the
Zone still have some traces of machine fever. If a robot more they are, the more difficult it is to defend against them.
handles this piece of technology, it can be infected by The birds usually gang up on a single prey, even if he has allies.
Machine Fever. See Mechatron p. 92. They stay true to their target, not changing targets even if

x Killer Bird (+0)


they are injured by someone else. For every 3 members of the
flock attacking, they get a +1 modifier to their attacks.

The killer bird is a rather large, flightless bird measuring Second attack (talon): If a killer bird scores 3 or more successes
between 6 and 9 feet tall. It is known for its magnificent on its attack roll with a bite, it may use two stunts to get a
feathers that blink in nuances of black and white. The bird has second attack with its talon. This is usually spent in order to
wings of sorts, but moves by using its long, powerful legs that fend off another attacker, but it can use it on the original
ends in fearsome claws. A long and naked neck ends in a victim as well.
rather small head dominated by a big beak that may tear a
mutant apart.
Lightning Starling (-2)
Killer birds hunt on open scrublands or in dead woods, but the This seemingly mundane bird is an auspicious bird that is
flock always have a subterranean lair where they sometimes often connected with bad weather. Storm clouds, rain and
drag unfortunate stalkers to in order to “soften” the meat thunder always seem to follow this strange creature. More
before consumption. There are stories about stalkers waking than once, lightning has struck a creature that has come too
up in a killer bird lair and escaping with artefacts and gear close to the lightning starling.
from other zone travellers.
Attributes: Strength 1, Agility 3
Skills: Move 4
Weapons: None, but see below.

Electric: The lightning starling can summon lightning from the


x
skies, in all effects similar to the Electric mutant power, but
with no chance of a misfire. Use MPs from the GM pool.

A flock of killer birds are veritable killing machines. Not


especially large (d6+3 individuals), but extremely well-
coordinated. This is due to a collective intelligence that

17
Zone Bestiary

Weapons: Branches (grabs the victim and holds it in place for a


seed injection. Extra successes will inflict penalties on the
victim’s Force roll. A victim can roll for Force every round), Seed
Injection (weapon damage 1, extra successes inflict penalties to
the Endure and Healing rolls).

Seed injection: If the meat rose’s seed is injected into the


victim’s body, he must roll an Endure roll. If he succeeds, he
becomes feverish for the next d6/2 days (-2 on all rolls), but
then recovers.

If he fails, the seed starts to take effect. Every 24 hours the


victim takes 1 trauma in every ability. Soon, spots of green-

x black bark start covering the body, and then small branches
start to sprout. If the victim is broken, it crawls towards the
nearest plot of land, dies and starts developing roots.

A creature infected by the meat rose cannot heal trauma by


normal means. The only way of saving a creature is by the use
of advanced medical technology, like a REGEN artefact.

Nanotechnology (-3)
When the Enclave Wars raged at its worst, scientists
belonging to all three Titan Powers were dabbling in the
experimental field of nanotechnology. Some succeeded

Meat Rose (+0) better than others, but when the Fall came and these
researchers died, the nanotechnology was left behind. As
A meat rose is a hybrid of a plant and the flesh of an unlucky time went by and buildings deteriorated or fell apart, some of
creature infused with the rose’s devious seeds. The most this nanotechnology was released into the Zone. These
common host body is that of a grazer or maybe a bitter beast, miniature robots can have many different purposes and

x
but a meat rose attacks anything that moves. programming (see table below).

A fully developed meat rose is a quirky and repulsive little It is extremely hard to detect nanotechnology with the
bush with a circumference of about 6 feet. The base structure equipment available to normal mutant PCs. This can violate
is a host body, most often an animal or an intelligent creature the principle that a successful Find the Path allows for the
that has been frozen in a twisted position. A meat rose lurks group to avoid the danger. If you are uncomfortable with this,
in woods, moors and scrublands, hiding in-between more allow the Stalker to see disturbing signs, to hear a low hum or
normal plants and growths. to feel a throbbing sensation in the air as they are
approaching the nanotech.
Attributes: Strength 4
Armor: 2 (natural) Roll a d6 for the purpose of the nanotech. It is up to the GM if
the nanotechnology affects one or more of the PCs, and if so,
Skills: Fight 2
if the effects are different from PC to PC. The effects take
place instantaneously.

18
Zone Bestiary

Poison: Every attack from a flock of poison thrushes inflicts 1


Fatigue on the target in addition to 1 Damage. Extra successes
only increase one of the trauma types.
1. Healing. The nanotechnology functions as
the REGEN artefact once.
2. Enhancement. The nanotechnology
increases Strength and Agility to 5. This
lasts for d6 days.
3. Mutation. The nanotechnology duplicates
the effect of a random mutation or animal
power. This lasts for d6 days.
4. Virus. The nanotechnology infects the PC
with a virus resembling Machine Fever (see

x 5.
Mutant Mechatron p. 92). This virus affects
both robots and non-robots.
Inhibition. The nanotechnology reduces
Strength and Agility to 1. This lasts for d6
days.
6. Schizophrenia. The nanotech attacks the
brain and changes the victim’s personality.
Either take control of that character* or Puff Ball (-1)
work with the player to change personality
These mushroom-looking miscreants thrives in swamps,
for a while. Lasts d6 days.
marshes and other wetlands. The field of mushrooms consists
of frayed, meaty leaves in greyish nuances which covers the
ground. Here and there, oval seed pods as large as a human
head grows. The puff ball’s root system reaches far beyond
* This is not fun for the player. In games with varying
the field itself. The root system is sensitive and picks up
attendance, you could have the nanotech take control over
movement as vibrations in the ground. When this happens,
the character at a session where the player is not present. Talk
the seed pods are released.
with the player about this first, of course.

There are three different types of seed pods. One is explosive,


Poison Thrushes (-1) one is toxic and the third contains a sticky substance. The seed

These birds live in flocks near rivers and lakes. A single poison
thrush is neither dangerous nor spectacular, but as a flock
pods are light, and bounce and float around in the area until
they hit a living creature. They then erupt, releasing their
x
contents. The combination of poison, explosions and sticky
they are capable of quite brutal attacks on both beasts, substance is enough to take care of unwary travelers who
mutants and humans. ended up in the puff ball field. After they are dead, the root
system can calmly suck in the nourishment from the bodies.
Attributes: Strength 5-8, Agility 5
Skills: Move 3 A normal-sized field of puff-balls consists of d6+6 sticky balls,
Weapons: Bite (weapon damage 1 + poison) d6+6 poison balls and d6+3 explosive balls. For every normal-
sized creature entering the field, 2 random balls are released.
Swarm: Can only be damaged by fire or explosions. Larger creatures (or vehicles) release 4 balls, while small
creatures release 1 ball.

19
Zone Bestiary

Creatures must succeed in a Move roll to avoid the balls, with


a -1 modifier pr. 5 balls. Reef Cluster (+1)
Underwater reefs can be difficult to spot for navigators on the
A creature may escape the entire puff ball field after getting 3 sea.
successes on Move (either in one round, or cumulative).
Effect: Roll 5-12 Base Dice (depending on the number, size
Poisonous puff balls inflicts 1 fatigue. Sticky puff balls and sharpness of the reefs in the area). Base damage is 2.
immobilizes the victim, who must succeed in a Force roll to The navigator of the vessel rolls Move, with each success
escape (-1 pr extra sticky puff ball that hits it). Explosive puff eliminating one point of damage. Roll for Armor
balls inflicts 2 damage, but is quite ineffective against armor. afterwards.
All armor counts as double.
If the total damage has not been reduced to 0 after the

x Attributes: Strength 6-10

Immunities: Only fire or explosions may harm a field of Puff


navigator’s move roll, the vessel is stuck. The ship might
still be seaworthy, it might not be that damaged
(depending on the Armor roll), but it is stuck.
Balls. It is immune to its own explosions. Individual puff balls
are destroyed by taking one point of damage, but attacks To free it, a number of people equal to half the vessels
against them are at a -1 due to the small size. In addition, Resilience need to get out into the water and succeed with
destroying a puff ball that is at Arm’s Length to another a Force roll with a penalty equal to the damage of the
creature (or oneself), exposes that creature to the effects of vessel.
the puff ball.

Silent Killer (+0)

x
Fortunately for the Zone’s inhabitants, this dangerous
predator prefers to stay far away from the ruined cities of the
past. This cat-like creature has fur that can change colour, and
two long and sharp canine teeth. The Silent Killer hunts alone.

Attributes: Strength 4, Agility 5


Armor: 2 (natural)
Skills: Fight 4, Scout 6, Sneak 5
Weapons: Bite (weapon damage 2), Claws (weapon damage 2)

20
Zone Bestiary

Pounce: When ambushing, a Silent Killer may attack twice,


once with its bite and once with its claw. Soot Storm (+0)
Difficult to spot: Even if a Stalker succeeds in Find the Path, he
may not be able to actually see the Silent Killer. For that, a
successful Scout vs Sneak is necessary. However, a successful
Find the Path will let the Stalker find tracks and clues that
indicate that a predator is nearby and may avoid.

Sky King (-1)


This enormous bumblebee is almost 9 feet in diameter and is

x as feared as its honey is desired. Despite this, the Sky King


lives a harmonious and peaceful existence centered around
gathering, storing and eating honey. But when cornered, it
becomes a dangerous foe. The scorched and ruined buildings of the Zone have left tons

The Sky King lives underground, in caves or in ruined buildings of soot behind. Now and then, the capricious zone winds pick

within the city limits. It needs access to the surface though, up the soot and send it whirling through the zone. For careless

and a bold stalker may find tracks leading to a treasured nest zone travelers, a soot storm not only limits sight, it can cause

of honey. suffocation as well.

The Sky King is heavy and clumsy, but its massive body is Effect: Everyone caught in a Soot Storm must succeed in

difficult to avoid in combat. Its wings also create a disturbing an Endurance roll or suffer one point of Fatigue damage.

buzz. The Sky King lives alone. Gear such as Rot Mask, Gas Mask or Protection Suit helps.
Roll Endurance every round until the PC succeeds. As long
as he doesn’t perform other actions but movement, he can
Attributes: Strength 6, Agility 2
avoid more fatigue.
Armor: 2 (natural)
Skills: Fight 2, Scout 4 Vision is limited to Near range, the PCs cannot see (or
Weapons: Bite (weapon damage 1), Stinger (weapon damage 1 + Shoot at) anything farther away. The Soot Storm stays
poison) close to the ground and dissipates after D6 hours.

Poison: The stinger inflicts an extra 1 point of Fatigue. The


victim suffers an additional point of Fatigue damage until x
healed or broken. Stink Dog (-1)
Wings: The Sky King tries to warn away enemies by using its
These creatures look like smaller zone dogs, with the
buzzing wings to scare them away. This attack inflicts 1 point
exception that they usually have brownish fur. Still, many
of Doubt to anyone within Short range.
mistake these creatures for zone dogs. In addition to its
hideous breath, the stink dogs claws also make it a competent
Ram: By flying straight into a group of enemies, a Sky King can
tree climber. Hiding in trees doesn’t help against these
ram d6 enemies within Short range in a single round. Damage
critters. They hunt in packs of 2d6+6 specimens.
is 1, and extra damage is divided between the victims.

21
Zone Bestiary

Weapons: Bite (weapon damage 2)

Fast Swimmer: The swamp things are fast swimmers, and may
attack a victim up to Short range if both the beast and the
victim are in the sea (or if the victim is or sits in a boat).

Troglodyte (-2)
These semi-intelligent predators live in subterranean villages
in mountains or deep inside forests. Some Stalkers call them
simply “the under-earthers”. The creature is vaguely
humanoid, but with a ferocious and monstrous behavior.

x Attributes: Strength 3, Agility 6


Armor: 2 (natural)
Skills: Fight 2, Move 3
They have wiry bodies and four arms, two of which ends in
claws and two that ends in hands. Their bodies are grey and
hairless, and if they are clothed, it is simple clothes like capes
Weapons: Claws (weapon damage 2) or cloaks, tarps or curtains they have found on their few treks
into civilization.
Stinking Breath: Anyone within Near range must succeed in a
Move roll or suffer 1 Fatigue. Anyone broken by this collapse Their faces are long and narrow, with a stump nose and large,
on the ground vomiting. Zone masks, gas masks and other protruding eyes that burn with malice. The mouth is always
protection add their gear dice. open, and the troglodyte makes chewing motions with its
mouth when it is agitated.

Their lifestyle is dominated by unbridled mating and blood-


Swamp Thing (+0) thirsty hunts, even though they also fashion primitive artwork
out of bones. They communicate by using hand signs and
These snow white beasts are among the largest animals
head gestures, together with a guttural and simple language.
observed in the zone. They do not like the ruined city, and
Their basic essence is hunger, and no creatures are spared.
tend to stay in marshlands or near water. They are close to 12
They eat any and all creatures, from animals to mutated
feet tall when they reach adulthood. Their heads are
monsters and mutated humanoids.
unproportionally small compared to their bodies.

They are generally docile, but if encountered when


accompanied by young (normally in the winter), they become
A village consists of 50-100 individual, while a hunting party
consists of 2d6 troglodytes. x
quite aggressive. In the summertime, in mating season, the
Attributes: Strength 3, Agility 4, Wits 2, Empathy 1
female swamp things become easily startled and aggressive.
White or lightly colored boats tend to become their center of Skills: Fight 3, Move 2, Stealth 1, Endurance 2, Scout 1

attention, as the female may mistake it for a male. When it Weapon: Club (+1, weapon damage 1), scrap spear (+1, weapon
discovers that the boat is in fact made of metal or plastics, it damage 2), claws (weapon damage 2)
may chew its way through in anger. Mutation: All troglodytes have Four-Armed as a mutation. In
addition they have one more mutation, always chosen from the
list below.
Attributes: Strength 8, Agility 3
Armor: 2 (natural)
 Manbeast
Skills: Fight 2
 Double-brained

22
Zone Bestiary

 Hunting instinct A world worm can grow up to 200 feet long and 30 feet wide.
 Sonar It lives underground and is simply a worm with a circular,
 Direction sense enormous, teeth-filled maw. The world worm possesses psi
 Regeneration abilities, but most likely unaware of its powers and that it uses
them. It emits massive mental energies that fill intelligent
The troglodytes cannot misfire, but spend MPs from the GM creatures with doubt, while non-intelligent creatures are
pool. filled with an enormous hunger, driving them to attack any
food sources nearby. In the vicinity of a world-worm, trash
bugs, giant pincers and zone rats are most common.
Unbearded Catfish (-1)
For travelers on sea, the unbearded catfish is the monster Attributes: Strength 15, Agility 1
with a capital M. The fish has a long and slender body, almost Armor: 5 (natural)

x
like an eel, but with an oversized head capable of sinking
Skills: Fight 1
smaller vessels. The unbearded catfish prefers to sink boats,
Weapons: Bite (weapon damage 5)
drag victims below the surface and drown them before
devouring them in peace and quiet.
Mental Assault: Long range. Roll 6 base dice. Any intelligent
creature suffers 1 point of doubt per success. If the world-
Attributes: Strength 8, Agility 3
worm achieves at least one success attacking non-intelligent
Armor: 3 (natural) creatures, the creature is driven by a violent hunger to attack
Skills: Fight 2, Move 3, Sneak 2 the closest living creature.
Weapons: Bite (weapon damage 2), tail whip (only at Near
range, weapon damage 2) Poison Fumes: Short range. Roll 8 base dice. Each success
inflicts 1 point of confusion on all within range.
Ram Attack: The unbearded catfish may move up to a vessel at
Short range and ram it, using Fight. If the creature rolls more
6’s than the vessel’s Resilience rating, the boat is capsized. Yellow Buzzers (+0)
This swarm of large, aggressive insects are another,
Death Waltz: The fish prefers drowning their victims before devastating weapon – but only to mutants. Anyone within
consumption. It therefore grabs hold of a victim and dives Short range of them cannot use any mutations. This has no
down. This attack does no damage, but any Force roll to break effect on robots or animal powers.
free suffers a penalty equal to the number of successes on this
attack. They are nocturnal creatures and docile and easy to capture
in the daytime. In a battle scenario where robots, animal
mutants or enclave humans were up against a band of
x
World Worm (-3) mutants, having a bunch of these nearby could go a long way
This grotesque and immense creature is fortunately as rare as of neutralizing the mutant’s greatest powers.
it is horrible. During the Enclave wars, this worm-like creature
was designed by Elysium’s enemies as a crawling,
subterranean bomb that could dig through the earth and
attack the enclaves. After the fall of humankind, these
creatures have run amok, eating everything that comes in its
path.

23
Zone Bestiary

pressure becomes too much, a fountain of partially


translucent gas shoots out of an opening behind its neck. This
is often accompanied by a huge roar.

Unless cornered, the zone mammoth is a friendly and docile


creature that mainly lives in scrublands and other open areas.
Attributes: Strength 4-8
If you can tame one of these, you may have a friend for life.
Weapons: Bite (weapon damage 1)

Swarm: Can only be damaged by fire or explosions.


A zone mammoth may sometimes be encountered alone, but
x
is normally a part of a herd of d6+10 members. Taking out a
No Mutations: No mutations can be used within Short range of single zone mammoth in a horde is difficult, as they protect
a yellow buzzer, swarm or not. each other fiercely.

Zone Mammoth (+0) Attributes: Strength 8, Agility 3


Armor: 3 (natural)
These majestic and gargantuan beasts have a withers of
Skills: Scout 4
almost 12 feet. Powerful, curved horns protrude from its
sheep-like head. Its body is covered with short, mossy green Weapons: Gore (weapon damage 2)

fur and seems to constantly move due to the simmering gas


movements that take place inside the beasts body. When the

24
Zone Bestiary

Ram: A zone mammoth may trample d6 opponents within 35-42 Beastmaster


Short range in a single turn (dmg 1, extra damage is divided 43-46 Pathokinesis
between the opponents) 51-54 Pyrokinesis
Special Armor: The gas filled body of the zone mammoth acts 55-62 Telekinesis
as an extra layer of armor. Projectile and melee weapon 63-66 Telepathy
damage is reduced by 1. This can be avoided by targeting the
opening on its neck, which requires proper positioning and a The Zone Nightmare cannot misfire but uses MPs from the
roll at -3. GM’s pool.

Zone Nightmare (-2) Zone Wolf (-1)


This furry canine is rarely seen outside of forests and other
The hideous Zone Nightmare is the strangest creature
wilderness areas. When inhabitants of the Zone do see the

x
witnessed in the zone so far. It is still not clear whether the
creature, it is most certainly hunting for food.
Zone Nightmare is a bizarre machine from the past or a result
of extreme mutations. The zone nightmare’s physical shape is
Zone Wolves are larger than the biggest Zone Dogs, with long,
dominated by a huge brain about 3 feet in diameter. From the
sharp teeth and a thick fur that protects against attacks.
central brain, five metal-looking tentacles protrude. The zone
Despite its size, it is a silent and lethal hunter. The Zone Wolf
nightmare travels through the air, normally 6-10 feet above
is sometimes seized by a mad, gluttonous rage. A Zone Wolf
the ground.
in a gluttonous rage is more dangerous than usual Zone
The zone nightmare possesses a high intelligence and psi
Wolves (-1)
powers. It often uses its powers to control primitive creatures
This furry canine is rarely seen outside of forests and other
as slaves.
wilderness areas. When inhabitants of the Zone do see the
creature, it is most certainly hunting for food.
It can communicate using a primitive form of empathy (those
who possess the Psi power Telepathy have a more
Zone Wolves are larger than the biggest Zone Dogs, with long,
sophisticated way of communicating). This way, it can convey
sharp teeth and a thick fur that protects against attacks.
its general sense of mood and can express its desires toward
Despite its size, it is a silent and lethal hunter. The Zone Wolf
those it encounters.
is sometimes seized by a mad, gluttonous rage. A Zone Wolf
in a gluttonous rage is more dangerous than usual, but is also
more easily distracted.

Attributes: Strength 4, Agility 4, Wits 7, Empathy 6


Skills: Fight 2, Move 4, Sneak 3, Manipulate 4, Sense Emotion 5
Weapons: Tentacles (Near range, weapon damage 1. If hit, a
Zone wolves are encountered in packs of d6 creatures.
x
victim is grabbed and must roll Force to break free), maw
(weapon damage 3, can only be used on a grabbed victim)

PSI Powers: The zone nightmare possess d6 psi-powers. Use


the following table:
D66 Power
11-14 Clairvoyance
15-22 Cryokinesis
23-26 Mind Terror
31-34 Puppeteer

25
Zone Bestiary

(the Zone Wolf does not use its action for this). For each round
of combat, roll again with one more die than the previous
round.

Death spasm: If a snauzerwolf dies while in a gluttonous rage,


experienced hunters know to stay away for a few minutes. For
d6 minutes afterwards, the wolf will spasm and try to bite
anyone coming close. As it is broken by damage, it only rolls
for Fight.

Zone Wolves are encountered in packs of d6 creatures.

x Attributes: Strength 6, Agility 4


Armor: 2 (natural)
Skills: Fight 3, Scout 6, Move 2, Sneak 3, Force 2
Weapons: Bite (weapon damage 2)

Attributes: Strength 6, Agility 4


Armor: 2 (natural)
Skills: Fight 3, Scout 6, Move 2, Sneak 3, Force 2
Weapons: Bite (weapon damage 2)

Gluttonous Rage: When encountering a Zone Wolf, roll 3 base


dice. Any 1’s means that the wolf is caught in a gluttonous
rage. For each round of combat, roll again with one more die
x
than the previous round.
In this rage, it only has one thing on its mind – meat. While in
this state, all Sneak rolls are at -2 and damage is increased by
1. The Zone Wolf is easily distracted while in this state, and a
successful Manipulate roll and some fresh meat is enough to
keep it occupied.

The Zone Wolf will try to get out of the rage. Roll 3 base dice
the first round following the start of the rage. Any success will
indicate that the wolf manages to pull itself out of the rage

26

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