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Animals & Insects

Aggressive Creatures

Feral Armadillos

FERAL ARMADILLO

Level 2, Mutated, Mammal,

Normal Creature (17 XP)

These mutated longhorn cattle have retained their iconic long, curved horns, but they've grown to enormous sizes and have two heads. Texa-Bulls are hulking creatures with tough, mutated hides, often covered in patches of irradiated growths. They are territorial and protective of their herds. If provoked, Texa-Bulls charge at intruders with incredible force, making them a formidable threat in the open plains of Houston's wasteland, but they are otherwise docile. Texa-Bulls are primarily found in the open plains and fields, and their grazing grounds are often sought after by scavengers for the valuable mutated meat they provide. Many ranchers have successfully domesticated Texa-Bulls, and they are often used as pack animals and livestock. Many ranchers in the Gulf Coast Wasteland will run cattle drives, where they, with the help of cowboys, herd Texa-bulls and Brahmin north across the wasteland to sell in settlements or to load trains in territory controlled by Caesar's Legion.

BODY MIND MELEE GUNS OTHER
5 4 2 -- 2
HP INITIATIVE DEFENSE
7 9 1
PHYS. DR ENERGY DR RAD. DR POISON DR
10 (Torso); 2 (Legs, Arms, Face) 0 Immune 0
ATTACKS
BITE: BODY + Melee (TN 7), 2 CD Piercing Physical damage
CLAW SLASH: BODY + Melee (TN 7), 3 CD Physical damage
SPECIAL ABILITIES
IMMUNE TO RADIATION: The Feral Armadillo reduces all Radiation damage suffered to 0 and cannot suffer any damage or effects from radiation.
BALL UP: The Feral Armadillo can curl up into a ball as a major action, hiding all vulnerable parts of its body. While curled up, it cannot move or attack, but it can roll around, moving 1 zone per turn. It can uncurl as a major action.
BURROW: As a major action, the Feral Armadillo may burrow underground to get away from its enemies and prepare for its next attack. On its next turn it can use its minor action to appear above ground anywhere within medium range of the place it burrowed. For the cost of 1 AP it may also add an extra CD to its bite attack after emerging.
INVENTORY
▪ BUTCHERY: Scavengers can butcher a dead Feral Armadillo with a successful END + Survival test with a difficulty of 0. This yields 1 portion of Feral Armadillo meat and 1 common material.

Rad-Gators

RADGATOR

Level 5, Mutated, Reptile,

Normal Creature (38 XP)

Rad-Gators are monstrous, mutated alligators that have adapted to the radioactive waters of the Houston bayous and swamps. They are larger and more aggressive than their pre-war counterparts, with gnarled, irradiated scales and glowing eyes.
They are ambush predators, often lurking just below the surface of murky waters, waiting to strike at unsuspecting prey. Their powerful jaws can deliver deadly bites.
Rad-Gators are most commonly found near bodies of water, making river crossings and swamp navigation perilous for unprepared travelers. They are especially common in the Buffalo Bayou.

BODY MIND MELEE GUNS OTHER
7 4 3 -- 2
HP INITIATIVE DEFENSE
12 11 1
PHYS. DR ENERGY DR RAD. DR POISON DR
2 2 Immune 0
ATTACKS
BITE: BODY + Melee (TN 10), 3 CD Piercing Physical damage
TAIL SWIPE: BODY + Melee (TN 10), 2 CD Vicious Physical damage
SPECIAL ABILITIES
AQUATIC: The radgator can swim and submerge itself in water indefinitely just below the surface. They suffer no difficulty increase for attacks or movements made while underwater.
IMMUNE TO RADIATION: The radgator reduces all Radiation damage suffered to 0 and cannot suffer any damage or effects from radiation.
WARNING HISS: Radgators do not normally attack humans unless they come within 1 zone. When a radgator is within 1 zone of a human, it will hiss loudly, alerting the human to its presence. If the human does not move away from the radgator, it will attack.
INVENTORY
▪ BUTCHERY: Scavengers can butcher a dead radgator with a successful END + Survival test with a difficulty of 0. This yields 1 portion of radgator meat and 1 uncommon material.

Gatorclaws

GATORCLAW

Gatorclaw Concept Art

Level 11, Mutated, Reptile,

Normal Creature (81 XP)

Well known and highly feared through the Gulf Coast Wasteland, Gatorclaws are a hybrid of the Deathclaw and the American Alligator. They are ferocious and impossible to control. They are solitary creatures that will roam the larger swamps in the Bayou. They are highly aggressive and will attack anything that comes near them. Not only are they capable of all of the Deathclaw's attacks, they also have a deep snout with long teeth which they use to bite.

BODY MIND MELEE GUNS OTHER
9 5 5 -- 3
HP INITIATIVE DEFENSE
20 14 1
PHYS. DR ENERGY DR RAD. DR POISON DR
6 (All) 2 (All) Immune Immune
ATTACKS
CLAW: BODY + Melee (TN 14), 6 CD Piercing Physical damage
SLAM: BODY + Melee (TN 14), 4 CD Stun Physical damage
HEAVY OBJECT: BODY + Guns (TN 9), 4 CD Stun Physical damage, ['Throwing'], Range M
BITE: BODY + Melee (TN 14), 6 CD Piercing, Vicious Physical damage
SPECIAL ABILITIES
AQUATIC: A gatorclaw can swim and submerge itself in water indefinitely just below the surface. They suffer no difficulty increase for attacks or movements made while underwater.
IMMUNE TO RADIATION: A gatorclaw reduces all Radiation damage suffered to 0 and cannot suffer any damage or effects from radiation.
WARNING HISS: When a gatorclaw is within 1 zone of a human or other creature, it will hiss loudly, alerting them to its presence. It will immediately attack on the following turn.
BIG: A gatorclaw is bigger than most characters, towering over them. The creature receives an additional +1 health point per Level, but its Defense decreases by 1, to a minimum of 1. Further, it only suffers a Critical Hit if an attack inflicts 7+ damage (after damage resistance) in a single hit, rather than the normal 5+.
WEAK SPOT: If an attacker chooses to target the gatorclaw’s torso, it ignores the creature’s DR. This does not apply against hits which hit the head due to random chance.
MASSIVE STRENGTH: A gatorclaw is capable of lifting and throwing objects as large as a standard car.
INVENTORY
▪ BUTCHERY: Scavengers can butcher a dead radgator with a successful END + Survival test with a difficulty of 0. This yields 1 portion of gatorclaw meat and 1 uncommon material.

Bayou Buzzards

BAYOU BUZZARD

Level 2, Mutated, Mammal,

Normal Creature (17 XP)

Bayou Buzzards are large, mutated birds resembling vultures, with mottled, ragged feathers and elongated beaks adapted for tearing through flesh. They are scavengers that circle above the bayous and swamps, feeding on the Rad-Gators' leftovers and scavenging from other deceased creatures. They are known for their keen eyesight. Bayou Buzzards often nest in the treetops of the bayou's gnarled cypress trees, and their nests can be valuable sources of scavenged items for survivors.

BODY MIND MELEE GUNS OTHER
4 5 2 -- 2
HP INITIATIVE DEFENSE
6 9 1
PHYS. DR ENERGY DR RAD. DR POISON DR
0 0 Immune 0
ATTACKS
TALON SLASH: BODY + Melee (TN 6), 3 CD Physical damage
SPECIAL ABILITIES
IMMUNE TO RADIATION: The Feral Armadillo reduces all Radiation damage suffered to 0 and cannot suffer any damage or effects from radiation.
KEEN EYESIGHT: Bayou Buzzards have excellent eyesight, allowing them to spot potential threats and prey from 3 zones away.
FLYING: Bayou Buzzards can move freely through the air. They ignore most ground-level obstacles and difficult terrain effects, and they can move through “empty” zones above the battlefield if desired. It must spend at least one minor action each turn moving, and if it is knocked prone it falls to the ground, suffering 3 CD Stun physical damage, +2 CD for each zone above ground level it was before it fell.
DIVE BOMB: If a Bayou Buzzard moves into Reach and makes a melee attack in the same turn, it may re-roll 1d20 on the attack. After the attack it may spend 1 AP to move one zone.
INVENTORY
▪ BUTCHERY: Scavengers can butcher a dead Bayou Buzzard with a successful END + Survival test with a difficulty of 0. This yields 1 {CD} portion of Bayou Buzzard meat. If an Effect is rolled, it also yields 1 Bayou Buzzard talon.

Bloodbugs

BLOODBUG

Bloodbug Concept Art

Level 5, Mutated, Insect,

Normal Creature (38 XP)

A form of mutated mosquito, bloodbugs can be encountered in swarms wherever there is stagnant water and carrion. Fully grown, their dark reddish-brown bodies reach nearly two feet in length and their razor-sharp proboscis is capable of puncturing though some types of armor. Bloodbugs typically spit irradiated blood to blind their victims before puncturing the disorientated creature with their proboscis to feed on their blood. Brahmin and other domestic creatures often fall prey to these bugs, as well as unwary travelers who underestimate the deadly nature of a swarm.
More details can be found in the Core Rulebook, pg 339.

BODY MIND MELEE GUNS OTHER
6 5 1 -- 2
HP INITIATIVE DEFENSE
11 11 1
PHYS. DR ENERGY DR RAD. DR POISON DR
0 0 Immune Immune
ATTACKS
PROBOSCIS: BODY + Melee (TN 7), 5 CD Physical damage
SPECIAL ABILITIES
FLYING: Bloodbugs can move freely through the air. They ignore most ground-level obstacles and difficult terrain effects, and they can move through “empty” zones above the battlefield if desired. It must spend at least one minor action each turn moving, and if it is knocked prone it falls to the ground, suffering 3 CD Stun physical damage, +2 CD for each zone above ground level it was before it fell.
LITTLE: Bloodbugs are smaller than most characters. The creature’s normal HP decreases to Body + 1⁄2 level (rounded up), but its Defense increases by 1. Further, it is slain by any hit which inflicts an Injury.
IMMUNE TO RADIATION: The bloodbug reduces all Radiation damage suffered to 0 and cannot suffer any damage or effects from radiation.
INVENTORY
▪ BUTCHERY: Scavengers can butcher a dead bloodbug with a successful END + Survival test with a difficulty of 0. This yields 1 portion of bloodbug meat and 1 uncommon material.

Passive Creatures

Brahmin

BRAHMIN

Brahmin Concept Art

Level 3, Mutated, Mammal,

Normal Creature (24 XP)

A staple of many settlements, brahmin are one of the most found creatures in the wasteland. These mutated cattle share much with pre-War era cows, though the nuclear fallout has caused them to develop two heads and abnormally large udders. They can produce milk and meat and can be harvested for their hide. Wild brahmin roam the wasteland in small herds, but these creatures are commonly encountered being bred for livestock or used as pack animals by merchants. Their strong and bulky form make them resilient enough for long travel and heavy loads, and their docile nature allows for them to be handled easily.
More details can be found in the Core Rulebook, pg 341.

BODY MIND MELEE GUNS OTHER
6 4 1 -- 2
HP INITIATIVE DEFENSE
9 10 1
PHYS. DR ENERGY DR RAD. DR POISON DR
1 (All) 0 Immune 0
ATTACKS
HEADBUTT: BODY + Melee (TN 7), 4 CD Physical damage
SPECIAL ABILITIES
IMMUNE TO RADIATION: The brahmin reduces all Radiation damage suffered to 0 and cannot suffer any damage or effects from radiation.
INVENTORY
▪ BUTCHERY: Scavengers can butcher a dead brahmin with a successful END + Survival test with a difficulty of 0. This yields 1 portion of brahmin meat and 2 uncommon material.

Texa-Bulls

TEXA-BULL

Level 6, Mutated, Mammal,

Normal Creature (38 XP)

These mutated longhorn cattle have retained their iconic long, curved horns, but they've grown to enormous sizes and have two heads. Texa-Bulls are hulking creatures with tough, mutated hides, often covered in patches of irradiated growths. They are territorial and protective of their herds. If provoked, Texa-Bulls charge at intruders with incredible force, making them a formidable threat in the open plains of Houston's wasteland, but they are otherwise docile. Texa-Bulls are primarily found in the open plains and fields, and their grazing grounds are often sought after by scavengers for the valuable mutated meat they provide. Many ranchers have successfully domesticated Texa-Bulls, and they are often used as pack animals and livestock. Many ranchers in the Gulf Coast Wasteland will run cattle drives, where they, with the help of cowboys, herd Texa-bulls and Brahmin north across the wasteland to sell in settlements or to load trains in territory controlled by Caesar's Legion.

BODY MIND MELEE GUNS OTHER
7 4 3 -- 2
HP INITIATIVE DEFENSE
13 11 1
PHYS. DR ENERGY DR RAD. DR POISON DR
1 (All) 0 Immune 0
ATTACKS
HORN CHARGE: BODY + Melee (TN 10), 6 CD Piercing Physical damage
SPECIAL ABILITIES
IMMUNE TO RADIATION: The Texa-bull reduces all Radiation damage suffered to 0 and cannot suffer any damage or effects from radiation.
STAMPEDE: When Texa-Bulls charge in a straight line, they can trample multiple targets in their path. Make a Horn Charge attack against each target in the path, reducing the TN by 1 for each subsequent target.
INVENTORY
▪ BUTCHERY: Scavengers can butcher a dead Texa-bull with a successful END + Survival test with a difficulty of 0. This yields 1 set of Texa-bull horns and 2 {CD} of Brahmin meat. If an Effect is rolled, it also yields a Texa-bull hide.

Radstag

RADSTAG

Radstag Concept Art

Level 5, Mutated, Mammal,

Normal Creature (38 XP)

These creatures are the mutated descendants of the common deer. While they retain a mostly unchanged form in that their body remains deer-like and they sport antlers, they suffer the same mutation as brahmin in having two heads. The inner eye of each head is blind, requiring the radstag to navigate using both heads. Like brahmin, both heads can move independently. The other strange mutation that is very apparent is the additional two legs that hang undeveloped from the front of the creature’s chest. While the radstag can bend these legs when needed for comfort, such as when laying down, they are otherwise useless. While radstags still retain a coat, it is often mangey in places from radiation, and rabid radstags often lose their coat in places. These creatures travel in packs and are usually docile unless threatened.
More details can be found in the Core Rulebook, pg 352.

BODY MIND MELEE GUNS OTHER
6 5 3 -- 2
HP INITIATIVE DEFENSE
11 11 1
PHYS. DR ENERGY DR RAD. DR POISON DR
1 (All) 0 Immune 0
ATTACKS
ANTLERS: BODY + Melee (TN 9), 5 CD Piercing Physical damage
SPECIAL ABILITIES
IMMUNE TO RADIATION: The radstag reduces all Radiation damage suffered to 0 and cannot suffer any damage or effects from radiation.
INVENTORY
▪ BUTCHERY: Scavengers can butcher a dead radstag with a successful END + Survival test with a difficulty of 0. If an Effect is rolled, it also yields a radstag hide.

Mutated Monarchs

MUTATED MONARCH

Level 3, Mutated, Insect, Non-combatant,

Normal Creature (17 XP)

Mutated Monarch butterflies have developed unique characteristics due to exposure to radiation and the changed ecosystem. They might retain their distinctive orange and black coloration, but with subtle mutations like glowing patterns on their wings. These butterflies serve as symbols of hope and beauty in the wasteland. They do not attack players or other creatures, and when engaged, flee. Players might encounter them near pockets of surviving plant life or as they migrate through the region. Mutated Monarchs could be found in areas with surviving plant life, such as the remains of gardens or parks. They might also be found in the wild, migrating through the region. There are also rumors of a hidden colony of Mutated Monarchs in the ruins of the Houston Museum of Natural Science.

BODY MIND MELEE GUNS OTHER
4 6 2 -- 2
HP INITIATIVE DEFENSE
7 10 1
PHYS. DR ENERGY DR RAD. DR POISON DR
0 0 Immune 0
ATTACKS
None
SPECIAL ABILITIES
IMMUNE TO RADIATION: The Mutated Monarch reduces all Radiation damage suffered to 0 and cannot suffer any damage or effects from radiation.
FLYING: Mutated Monarchs can move freely through the air. They ignore most ground-level obstacles and difficult terrain effects, and they can move through “empty” zones above the battlefield if desired. It must spend at least one minor action each turn moving, and if it is knocked prone it falls to the ground, suffering 3 CD Stun physical damage, +2 CD for each zone above ground level it was before it fell.
RADIANT BEAUTY: Mutated Monarchs emit a faint, calming glow from their wings. When players interact with them peacefully, they receive temporary buffs to one of their Mental attributes (e.g., +2 to Perception, Intelligence, or Charisma according to the GM's choice) for a limited duration.
INVENTORY
▪ BUTCHERY: Scavengers can butcher a dead Mutated Monarch with a successful END + Survival test with a difficulty of 0. This yields 1 {CD} portion of Monarch Butterfly Scales. If an Effect is rolled, it also yields 2 scales.