Zone Bestiary
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.
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Zone Bestiary
Exploder (-1)......................................................................... 14
Pony ................................................................................. 16
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Zone Bestiary
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
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Zone Bestiary
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
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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
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x attacks is also not known, only that some oaks are peaceful
and never assaults another creature, while others attack
indiscriminately.
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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)
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Zone Bestiary
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.
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Zone Bestiary
Attributes: Strength 16
Armor: 6 (natural)
Skills: Scout 3 (ground vibrations)
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)
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.
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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.
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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.
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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
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)
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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
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.
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Zone Bestiary
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.
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.
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Zone Bestiary
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.
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.
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Zone Bestiary
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.
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Zone Bestiary
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
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.
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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.
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
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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.
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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.
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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.
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