d20 - Darwin's World - Terrors of Twisted Earth

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The document discusses a sourcebook for the Darwin's World post-apocalyptic setting that uses the d20 system and incorporates material from the System Reference Document under the Open Game License.

Darwin's World is a post-apocalyptic setting that uses the d20 system from Dungeons & Dragons and draws upon material from the System Reference Document under the Open Game License.

The Open Game License allows developers to publish and distribute open content under an open license, permitting others to copy, modify, and distribute that content. It distinguishes between open game content (mechanics) and product identity (descriptions, names).

TERRORS OF THE TWISTED EARTH

A Darwin’s World Source Book v1.0

By DOMINIC A. COVEY

- Credits -
Editor: Chris Davis
Cover Art: V Shane
Interior Art: V Shane, Tony Parker
PDF Creator: Chris Davis

Playtesters: Kevin Milhoan "Caoster", Mladen Spasic, Sergey


Kushch, Percy Snyder, Will Nichols, Alex Kashyrin, Chris Covey,
Jake Schwab, Mike Guild, Andrew Ma, and Murat Beydere.

Editing Supporters: John Shaw and Charles Rice.

From Dominic: Special Thanks to Chris Covey for numerous


ideas and continued support of the Darwin’s World project.

http://www.darwinrpg.com
Copyright 2002© RPGObjects®

The 'd20 System' and the 'd20 System' logo are Trademarks
owned by Wizards of the Coast and are used according to the
terms of the d20 System License version 1.0. A copy of this
License can be found at www.wizards.com. Portions of this work
are derived from the d20 System Reference Document.

Table of Contents

Introduction: 2
NPC Statistics: 4
Mutant Creatures: 9
Other Creatures: 51

RPGObjects Page 1 Darwin’s World


Part I: Introduction
The SRD, OGL, and d20 System Darwin’s World website,
http://www.darwinrpg.com. There you will find
instructions on how to receive an updated
DARWIN’S WORLD utilizes the System version. If you find an error or feel that a game
Reference Document (SRD) released Under the mechanic needs adjusting, please let us know.
Open Game License (OGL) by Wizards of the We want Darwin’s World to be the best post
Coast®. DARWIN’S WORLD is a d20 System apocalyptic d20 game available and your help is
product and requires the use of the Dungeons & greatly appreciated.
Dragons® Player's Handbook, Third Edition,
published by Wizards of the Coast®. Dungeons
& Dragons® and Wizards of the Coast® are TERRORS OF THE TWISTED EARTH
Registered Trademarks of Wizards of the Coast,
and are used with Permission. The wastelands that comprise the Twisted Earth
RPGObjects® is a strong supporter of the OGL. of DARWIN'S WORLD are home to myriad of
The OGL allows game developers to release horrendously-mutated beings, from intelligent
material under an “Open License” that permits character-types worthy of interaction to simply
others to copy, modify and distribute that the cannibalistic or predatory creatures that prey
content. Significant portions of this document on the weak or solitary. Dangers other than the
are released under the OGL and thus considered ever-present radiation and the chemically
Open Game Content (OGC). All game mechanic contaminated ecosystem do exist out there, and
effects derived from the SRD are OGC. This are rightly feared by all folk of sound mind.
includes all the creature statistic blocks as well as This sourcebook, the Terrors of the Twisted
the combat details. All non-game mechanic text Earth, is only meant to give a mere sampling of
is PI (Product Identity). This includes the the kind of mutated beasts that pose threats to
creature descriptions found after the statistic player characters in DARWIN'S WORLD. A
blocks and before the combat sections. The description is given of each infamous creature,
words Darwin’s World, Twisted Earth and other along with game statistics so that they may be
protected terms (see list at the end of this pitted against characters if the referee so wishes.
module) are always Product identity no matter
where they appear. All illustrations, pictures, and PRESENTING CREATURES OF THE
diagrams are Product identity and property of TWISTED EARTH – SO BEWARE!
RPGObjects®. A copy of the OGL can be found
at the end of this module.
My rather simple-minded colleague, who at this
very moment operates the single remaining press
Book Versioning in all of the known world, right here in the
bustling backsteets of the “free city” of Styx, has
for once finally hit the nail on the head. It was
Darwin’s World books are published in an
he who wrote the subtitle of this book, a book I
electronic format rather than the traditional
have dedicated to describing the many mutant
paper format. We at RPGObjects® feel that
monsters and abominations of the Twisted Earth.
there are several advantages to publishing role-
As with the gazetteer released in installments
playing games in an electronic format, one of
from this very press, so too is this guide meant
which is that we can update the books with no
to serve and protect the wanderer and traveler of
cost to you. Thus we can avoid the hated errata!
the Twisted Earth from its many inherent
We regularly update our products to correct
dangers. In my own travels as a sandwalker
typos, errors, and game mechanic issues. We
among the wastes, I have seen many bizarre and
are always seeking to improve our existing books
often nightmarish creatures, and through my
with each new version. Often we will include
dealings with the land’s great empires and people
additional content and art in newer versions. You
have heard of many more. Helpful too were the
can get the latest version of this book at the
simple but honest tribal savages of the world’s

RPGObjects Page 2 Darwin’s World


many desert regions, whose superstitions and
mythological cycles are filled with all manner of
stories of such fabulous creatures.
Though among some people the dangerous
creatures of our world are reviled, respected, or
even worshipped, and among others they are
simply considered nuisances to trade and military
conquest, you, dear reader, should know that
these specimens of new life are just that – new
life. This world of ours is changing, by the
generation, and the poison the Ancients left in
their violent wake will probably never fade away.
The mutant things described in this guide are
just a sampling of this humble author’s
observations in the wasteland; there are sure to
be many bizarre variants, and entirely new
species, living in far-flung corners of this toxic
world of ours.

Beware.
-Bixby

Terrors of the Twisted Earth


(Printed in the Free City of Styx)

RPGObjects Page 3 Darwin’s World


Part 2: NPC STATISTICS
This section is meant to provide quick, easy-to- Rapid Shot, Rip A Clip (Improved); 14th, Dodge;
use profiles for some of the more common NPC 15th, Mobility; 16th, Road Warrior; 18th,
types likely to be encountered during a session of Endurance, Shot On The Run; 20th, Quickdraw.
DARWIN’S WORLD. Class Features: 1st, defender; 5th, called shot
These statistics are, of course, only presented (+1d6); 9th, called shot (+2d6); 13th, called shot
to allow the GM to drop such NPCs into the game (+3d6); 17th, called shot (+4d6); 20th, shoot to
at her convenience. Putting more effort into kill.
modifying these statistics, or creating NPCs Skills: Ride, Sense Motive, Spot.
totally from scratch, will likely to produce more Armor: Hide (1st – 3rd), beast chitin (4th – 11th),
memorable NPCs as villains and companions. chain shirt (12th – 13th), advanced metal armor
Keep in mind that the statistics given are also (14th – 20th).
generic enough to be placed anywhere, in any Melee Weapon: Bayonet (1st – 20th).
community or setting. The NPC examples are not Ranged Weapon (type varies): Black powder
given a Background type, and thus when rifle (1st), sport rifle (2nd – 3rd ), automatic rifle
assigning an NPC you should tailor their origins to (4th), automatic rifle w/ target modifications +1
suit the given circumstance. Remember that (5th – 6th), automatic rifle w/ target modifications
basic ability scores may change as a result of +2 (7th), automatic rifle w/ target modifications
Background, as may certain skills. +2 and hi-powered modifications +2 (8th),
automatic rifle w/ target modifications +3 and hi-
NPC GUARDIAN powered modifications +2 (9th), automatic rifle
Starting Ability Scores: Str 13, Dex 15, Con w/ target modifications +3 / hi-powered
14, Int 10, Wis 12, Cha 8. modifications +2 and bipod (10th), automatic rifle
Increased Ability Scores: 4th, Dex 16; 8th, Dex w/ target modifications +3 / hi-powered
17; 12th, Dex 18; 16th, Dex 19; 20th, Dex 20. modifications +4 and bipod (11th), automatic rifle
Feats: 1st, Room-Broom, Point Blank Shot; 2nd, w/ target modifications +3 / hi-powered
Precise Shot; 3rd, Rip A Clip; 4th, Weapon Focus modifications +4 / bipod and telescopic sight
(auto rifle); 6th, Weapon Specialization (auto (12th), automatic rifle w/ target modifications +3
rifle), Improved Initiative; 8th, Far Shot; 9th, / hi-powered modifications +6 / bipod and
“Feel” For Weapon; 10th, Improved Critical; 12th, telescopic sight (13th – 20th).

TABLE 2-1: NPC GUARDIAN


Lvl hp AC Init Spd Bayonet (1d4) Ranged (1d12) F/R/W Ri/Sen/Spt
1st 12 15 +2 20 ft +2 (+2 damage) +3 +4/+2/+1 +4/+3/+5
2nd 19 15 +2 20 ft +3 (+2) +4 +5/+2/+1 +4/+4/+6
3rd 27 15 +2 20 ft +4 (+2) +5 +5/+3/+2 +5/+4/+7
4th 34 18 +3 20 ft +5 (+2) +8/8 +6/+4/+2 +6/+5/+8
5th 42 18 +3 20 ft +6 (+2) +10/10 +6/+4/+2 +7/+5/+9
6th 49 18 +7 20 ft +7/2 (+2) +11/11/6 +7/+5/+3 +7/+6/+10
7th 57 18 +7 20 ft +8/3 (+2) +12/12/7 (+2) +7/+5/+3 +8/+6/+11
8th 64 18 +7 20 ft +9/4 (+2) +13/13/8 (+2) +8/+5/+3 +8/+7/+12
9th 72 18 +7 20 ft +10/5 (+2) +17/17/12 (+2) +8/+6/+4 +9/+7/+13
10th 79 18 +7 20 ft +11/6 (+2) +18/18/13 (+2) +9/+6/+4 +9/+8/+14
11th 87 18 +7 20 ft +12/7/2 (+2) +19/19/14/9 (+4) +9/+6/+4 +10/+8/+15
12th 94 18 +8 30 ft +13/8/3 (+2) +19/19/19/14/9 (+4) +10/+8/+5 +11/+9/+16
13th 102 18 +8 30 ft +14/9/4 (+2) +20/20/20/15/10 (+6) +10/+8/+5 +12/+9/+17
14th 109 19 +8 20 ft +15/10/5 (+2) +21/21/21/16/12 (+6) +11/+8/+5 +12/+10/+18
15th 117 19 +8 20 ft +16/11/6 (+2) +22/22/22/17/13 (+6) +11/+9/+6 +13/+10/+19
16th 124 19 +8 20 ft +17/12/7/2 (+2) +23/23/23/23/18/14 (+6) +12/+9/+6 +13/+11/+20
17th 132 19 +8 20 ft +18/13/8/3 (+2) +24/24/24/24/19/15 (+6) +12/+9/+6 +14/+11/+21
18th 139 19 +8 20 ft +19/14/9/4 (+2) +25/25/25/25/20/16 (+6) +13/+10/+7 +14/+12/+22
19th 147 19 +8 20 ft +20/15/10/5 (+2) +25/25/25/25/21/17 (+6) +13/+10/+7 +15/+12/+23
20th 154 19 +9 20 ft +21/16/11/6 (+2) +25/25/25/25/22/18 (+6) +14/+11/+7 +16/+13/+24

RPGObjects Page 4 Darwin’s World


Other Gear: 20 rifle bullets (1st), one dose of Class Features: 1st, chains and chaps (+1); 3rd,
infusion of valor (1st – 20th), four doses of juju boarding party; 7th, slaver; 10th, bloodthirsty cry,
salve (1st), 30 rifle cartridges (2nd – 5th), chains and chaps (+2); 12th, no survivors; 18th,
automatic pistol (2nd – 20th), 10 pistol cartridges terrifying presence; 20th, chains and chaps (+3).
(2nd – 20th), six doses of juju salve (2nd – 3rd), Skills: Knowledge (vehicle operation),
eight doses of juju salve (4th – 5th), two Intimidate, Spot.
fragmentation grenades (6th – 20th), 50 JHP rifle Armor: Studded leather w/ armor spikes (1st),
cartridges (6th – 13th), ten doses of juju salve (6th beast chitin w/ armor spikes (2nd – 11th),
– 20th), four doses of stimshot A (7th), five doses advanced metal armor w/ armor spikes (12th –
of stimshot A (8th – 20th), hand-held 20th).
communicator (9 – 20th), infra-red goggles (10th
th
Melee Weapon (type varies): Police baton (1st
– 20th), three doses of stimshot B (11th), five – 4th), hand stunner (5th – 7th), stun baton (8th –
doses of stimshot B (12th – 20th), 100 JHP 20th).
cartridges (14th – 20th), magnetic shield A (15th – Ranged Weapon (type varies): Shotgun (1st –
17th), power beltpack (15th – 20th), biomechanical 5th), submachinegun (6th – 7th), submachinegun
targeter (16th – 20th), pocket nurse (16th – 20th), w/ target modifications +1 (8th), submachinegun
power cell (16th – 20th), advanced breathing w/ target modifications +1 and hi-powered
apparatus (17th – 20th), magnetic shield B (18th), modifications +2 (9th), submachinegun w/ target
magnetic shield C (19th – 20th), healing pack (19th modifications +2 and hi-powered modifications
– 20th), minifusion cell (20th). +2 (10th – 12th), submachinegun w/ target
modifications +3 and hi-powered modifications
NPC RAIDER +6 (13th – 20th), grenade launcher (19th – 20th).
Starting Ability Scores: Str 14, Dex 15, Con Other Gear: 20 shotgun shells (1st – 5th), four
13, Int 12, Wis 8, Cha 10. concussion grenades (2nd – 5th), 60 rubber
Increased Ability Scores: 4th, Dex 16; 8th, Str shotgun slugs (2nd – 5th); six doses of juju salve
15; 12th, Str 16; 16th, Dex 17; 20th, Dex 18. (2nd – 3rd), two irritant gas grenades (3rd – 20th),
Feats: 1st, Power Attack; 2nd, Point Blank Shot; ten doses of juju salve (4th – 20th), power clip (5th
3rd, Road Warrior; 5th, Marauder; 6th, Room- – 7th), four doses of stimshot A (5th – 6th), 90
Broom; 8th, Exotic Weapon Proficiency (stun SMG cartridges (6th – 18th), 30 rubber SMG
baton); 9th, Cleave; 11th, Dodge; 12th, Armor cartridges (6th – 20th), four stun grenades (6th –
Proficiency (heavy); 14th, Mobility; 15th, Rapid 20th), power beltpack (8th – 10th), five doses of
Shot; 17th, Spring Attack; 18th, Far Shot; 20th, stimshot A (7th – 20th), three doses of stimshot B
Track. (7th), five doses of stimshot B (8th – 20th), power
TABLE 2-2: NPC RAIDER
Lvl hp AC Init Spd Melee (varies) Ranged (varies) F/R/W VO/Int/Spt
1st 11 16 +2 30 ft +3 (+2 damage) +3 +3/+2/-1 +5/+4/+3
2nd 17 18 +2 20 ft +4 (+2) +4 +4/+2/-1 +6/+5/+4
3rd 24 18 +2 20 ft +5 (+2) +5 +4/+3/+0 +7/+6/+5
4th 30 19 +3 20 ft +6 (+2) +7 +5/+4/+0 +8/+7/+6
5th 37 19 +3 20 ft +7 (+2) +8 +5/+4/+0 +9/+8/+7
6th 43 19 +3 20 ft +8/3 (+2) +9/9/4 +6/+5/+1 +10/+9/+8
7th 50 19 +3 20 ft +9/4 (+3)* +10/10/5 +6/+5/+1 +11/+10/+9
8th 56 19 +3 20 ft +10/5 (+3)* +12/12/7 +7/+5/+1 +12/+11/+10
9th 63 19 +3 20 ft +11/6 (+3)* +13/13/8 (+2) +7/+6/+2 +13/+12/+11
10th 69 20 +3 20 ft +12/7 (+3)* +15/15/10 (+2) +8/+6/+2 +14/+13/+12
11th 76 20 +3 20 ft +13/8/3 (+3)* +16/16/11/6 (+2) +8/+6/+2 +15/+14/+13
12th 82 21 +3 20 ft +15/10/5 (+3) +17/17/12/7 (+2) +9/+7/+3 +16/+15/+14
13th 89 21 +3 20 ft +16/11/6 (+3) +19/19/14/9 (+6) +9/+7/+3 +17/+16/+15
14th 95 21 +3 20 ft +17/12/7 (+3) +20/20/15/10 (+6) +10/+7/+3 +18/+17/+16
15th 102 21 +3 20 ft +18/13/8 (+3) +19/19/19/14/9 (+6) +10/+8/+4 +19/+18/+17
16th 108 21 +3 20 ft +19/14/9/4 (+3) +20/20/20/15/10/5 (+6) +11/+8/+4 +20/+19/+18
17th 115 21 +3 20 ft +20/15/10/5 (+3) +21/21/21/16/11/6 (+6) +11/+8/+4 +21/+20/+19
18th 121 21 +3 20 ft +21/16/11/6 (+3) +22/22/22/17/12/7 (+6) +12/+9/+5 +22/+21/+20
19th 128 21 +3 20 ft +22/17/12/7 (+3) +23/23/23/18/13/8 (+6) +12/+9/+5 +23/+22/+21
20th 134 22 +4 20 ft +23/18/13/8 (+3) +25/25/25/20/15/10 (+6) +13/+10/+5 +24/+23/+22

* increased damage with subdual weapon only.

RPGObjects Page 5 Darwin’s World


fist (11th – 20th), two power beltpacks (11th – crossbow w/ target modifications +2 and bipod
20th), autograpnel (11th – 20th), power cell (11th – (7th), repeating crossbow w/ target modifications
18th), infra-red goggles (15th – 20th), advanced +3 and bipod (8th – 11th), repeating crossbow w/
breathing apparatus (15th – 20th), magnetic target modifications +3 / bipod / and telescopic
shield A (16th), power backpack (16th - ), sight (12th – 20th).
magnetic shield B (17th), biomechanical targeter Other Gear: Twenty crossbow bolts (1st – 5th),
(18th – 20th), magnetic shield C (18th – 20th), five doses of juju salve (1st – 20th), survival kit
pocket nurse (19th – 20th), two power cells (19th – (1st – 20th), four light rods (1st – 20th), two
20th), 90 glazer SMG cartridges (19th – 20th), firestarter cubes (1st – 2nd), white identity card
healing pack (20th), minifusion cell (20th). (2nd – 13th), one dose of sleeping potion (2nd –
20th), portable stove (3rd – 20th), four smoke
NPC SCAV grenades (4th – 20th), two doses of antitox (4th –
Starting Ability Scores: Str 8, Dex 15, Con 12, 20th), fifty masterwork crossbow bolts (6th –
Int 13, Wis 14, Cha 10. 20th), map (7th), two photon grenades (8th –
Increased Ability Scores: 4th, Dex 16; 8th, Dex 20th), electronic notepad (9th – 20th), power cell
17; 12th, Dex 18; 16th, Dex 19; 20th, Dex 20. (9th – 10th), web belt (9th – 20th), civilian medical
Feats: 1st, Dodge; 3rd, Point Blank Shot; 6th, kit (10th – 20th), metal detector (11th – 20th), two
Rapid Shot; 9th, Mobility; 12th, Shot On The Run; power cells (11th – 12th), infra-red goggles (13th –
15th, Armor Proficiency (medium); 18th, “Feel” 20th), autograpnel (13th – 20th), three power cells
For Weapon (repeating crossbow). (13th – 18th), yellow identity card (14th – 20th),
Class Features: 1st, nature sense, sneak attack advanced breathing apparatus (16th – 20th),
(+1d6); 4th, radiation sense; 5th, sneak attack stealth pack (18th – 20th), power beltpack (18th),
(+2d6); 8th, canny defense; 10th, feign death, bollix pack (19th – 20th), two power beltpacks
sneak attack (+3d6); 15th, sneak attack (+4d6); (19th – 20th), pocket nurse (19th – 20th), four
16th, shadow in the open; 20th, sneak attack power cells (19th – 20th), five doses of stimshot A
(+5d6). (19th – 20th), five doses of stimshot B (19th –
Skills: Hide, Move Silently, Pick Pocket, Spot, 20th), healing pack (20th), minifusion cell (20th).
Wilderness Lore.
Armor: Studded leather (1st – 14th), ballistic NPC THINKER
nylon (15th – 20th). Starting Ability Scores: Str 8, Dex 13, Con 10,
Melee Weapon: Quarterstaff (1st – 20th). Int 15, Wis 14, Cha 12.
Ranged Weapon (type varies): Repeating Increased Ability Scores: 4th, Dex 14; 8th, Int
crossbow (1st – 4th), repeating crossbow w/ 16; 12th, Con 11; 16th, Con 12; 20th, Int 17.
target modifications +1 (5th), repeating crossbow Feats: 1st, Improved Initiative; 3rd, Dodge; 6th,
w/ target modifications +2 (6th), repeating Mobility; 9th, Improved Disarm; 12th, Armor
TABLE 2-3: NPC SCAV
Lvl hp AC Init Spd Quarterstaff (1d6) Crossbow (1d8) F/R/W Hi/MS/PP/Spt/WL
1st 9 15 +2 30 ft -1 (-1 damage) +2 +3/+4/+2 +6/+6/+6/+6/+6
2nd 14 15 +2 30 ft +0 (-1) +3 +4/+5/+2 +7/+7/+7/+7/+7
3rd 20 15 +2 30 ft +1 (-1) +4 +4/+5/+3 +8/+8/+8/+8/+8
4th 25 16 +3 30 ft +2 (-1) +6 +5/+7/+3 +10/+10/+10/+9/+9
5th 31 16 +3 30 ft +2 (-1) +7 +5/+7/+3 +11/+11/+11/+10/+10
6th 36 16 +3 30 ft +3 (-1) +8/8 +6/+8/+4 +12/+12/+12/+11/+11
7th 42 16 +3 30 ft +4 (-1) +9/9 +6/+8/+4 +13/+13/+13/+12/+12
8th 47 18 +3 30 ft +5/0 (-1) +11/11/6 +7/+9/+4 +14/+14/+14/+13/+13
9th 53 18 +3 30 ft +5/0 (-1) +11/11/6 +7/+9/+5 +15/+15/+15/+14/+14
10th 58 18 +3 30 ft +6/1 (-1) +12/12/7 +8/+10/+5 +16/+16/+16/+15/+15
11th 64 18 +3 30 ft +7/2 (-1) +13/13/8 +8/+10/+5 +17/+17/+17/+16/+16
12th 69 19 +3 30 ft +8/3 (-1) +15/15/10 +9/+12/+6 +19/+19/+19/+17/+17
13th 75 19 +3 30 ft +8/3 (-1) +15/15/10 +9/+12/+6 +20/+20/+20/+18/+18
14th 80 19 +3 30 ft +9/4 (-1) +16/16/11 +10/+13/+6 +21/+21/+21/+19/+19
15th 86 18 +3 20 ft +10/5/0 (-1) +17/17/12/7 +10/+13/+7 +22/+22/+22/+20/+20
16th 91 18 +3 20 ft +11/6/1 (-1) +18/18/13/8 +11/+14/+7 +23/+23/+23/+21/+21
17th 97 18 +3 20 ft +11/6/1 (-1) +18/18/13/8 +11/+14/+7 +24/+24/+24/+22/+22
18th 102 18 +3 20 ft +12/7/2 (-1) +21/21/16/11 +12/+15/+8 +25/+25/+25/+23/+23
19th 108 18 +3 20 ft +13/8/3 (-1) +22/22/17/13 +12/+15/+8 +26/+26/+26/+24/+24
20th 113 18 +4 20 ft +14/9/4 (-1) +24/24/19/14 +13/+17/+8 +28/+28/+28/+25/+25

RPGObjects Page 6 Darwin’s World


TABLE 2-4: NPC THINKER
Lvl hp AC Init Spd Melee (varies) Ranged (varies) F/R/W Cr/Heal/Kn/Pro
1st 4 14 +5 30 ft -1 +1 +0/+3/+2 +6/+6/+6/+4
2nd 6 14 +5 30 ft +1 (-1) +2 +0/+4/+2 +7/+6/+7/+5
3rd 9 14 +5 30 ft +1 (-1) +2 +1/+4/+3 +8/+6/+8/+6
4th 11 15 +6 30 ft +2 (-1) +4 +1/+6/+3 +9/+6/+9/+7
5th 14 15 +6 30 ft +2 (-1) +4 +1/+6/+3 +10/+6/+10/+8
6th 16 15 +6 30 ft +3 (-1) +4 +2/+7/+4 +11/+6/+11/+9
7th 19 15 +6 30 ft +3 (-1) +4 +2/+7/+4 +12/+6/+12/+10
8th 21 15 +6 30 ft +4 (-1) +5 (+2) +2/+8/+4 +14/+7/+14/+11
9th 24 15 +6 30 ft +4 (-1) +5 (+2) +3/+8/+5 +15/+8/+15/+12
10th 26 15 +6 30 ft +5 (-1) +6 (+2) +3/+9/+5 +16/+9/+16/+13
11th 29 15 +6 30 ft +5 (-1) +6 (+2) +3/+9/+5 +17/+10/+17/+14
12th 31 15 +6 30 ft +6/1 (-1) +7/2 (+2) +4/+10/+6 +18/+11/+18/+15
13th 34 17 +6 20 ft +6/1 (-1) +7/2 (+2) +4/+10/+6 +19/+12/+19/+16
14th 36 17 +6 20 ft +7/2 (-1) +8/3 (+2) +4/+11/+6 +20/+13/+20/+17
15th 39 17 +6 20 ft +7/2 (-1) +8/3 (+2) +5/+11/+7 +21/+14/+21/+18*
16th 42 17 +6 20 ft +8/3 (-1) +9/4 (+2) +6/+12/+7 +22/+15/+22/+19*
17th 46 17 +6 20 ft +8/3 (-1) +9/4 (+2) +7/+12/+8 +23/+16/+23/+20*
18th 49 17 +6 20 ft +9/4 (-1) +10/5 (+2) +7/+13/+8 +24/+17/+24/+21*
19th 53 17 +6 20 ft +9/4 (-1) +10/5 (+2) +7/+13/+8 +25/+18/+25/+22**
20th 56 17 +6 20 ft +10/5 (-1) +11/6 (+2) +7/+14/+8 +26/+19/+26/+23**

* +8 to one skill due to implant.


** +6 to all Int skill checks due to implant.

Proficiency (medium); 15th, Expertise; 18th, dose of sustainer shot (14th – 20th), one dose of
Improved Trip. filter dose (14th – 20th), education cerebral
Class Features: 1st, first skill focus (GM’s bioelectronic implant (15th – 20th), magnetic
choice); 2 , knowledge; 5th, dirty fighter, second
nd
shield A (16th), two power beltpacks (16th – 20th),
skill focus (GM’s choice); 6th, first exotic weapon magnetic shield B (17th), magnetic shield C (18th
proficiency (stun gun); 8th, inspire skill; 9th, – 20th), memory cerebral bioelectronic implant
identify; 10th, confusing tirade, third skill focus (19th – 20th), advanced breathing apparatus (19th
(GM’s choice); 12th, second exotic weapon – 20th), electronic skeleton key (20th).
proficiency (GM’s choice); 15th, protected by
code, fourth skill focus (GM’s choice); 18th, third NPC TRADER
exotic weapon proficiency (GM’s choice); 20th, Starting Ability Scores: Str 8, Dex 13, Con 10,
fifth skill focus (GM’s choice). Int 12, Wis 14, Cha 15.
Skills: Craft (any three), Heal, Knowledge (any Increased Ability Scores: 4th, Dex 14; 8th, Dex
three), Profession (any two). 15; 12th, Dex 16; 16th, Dex 17; 20th, Dex 18.
Armor: Studded leather (1st – 12th), ballistic Feats: 1st, Improved Initiative, Silver Tongue;
nylon (13th – 20th). 3rd, Combat Reflexes; 6th, Exotic Weapon
Melee Weapon (type varies): Ranseur (1st), Proficiency (stun baton); 9th, Weapon Focus (stun
masterwork ranseur (2nd – 17th), masterwork baton); 12th, Armor Proficiency (heavy); 15th,
spiked chain (18th – 20th). Track; 18th, Sandwalker.
Ranged Weapon (type varies): Repeating Class Features: 1st, bonus feat, protector; 2nd,
crossbow (1st – 6th), stun gun (7th), stun gun w/ spit polish; 3rd, ear to the ground; 4th, money
heavy capacitor unit (8th – 20th). talks; 5th, going once (x1.5); 10th, going once
Other Gear: 50 masterwork crossbow bolts (1st (x2), sucker every minute; 12th, read the signs;
– 5th), two stun grenades (1st – 20th), two smoke 15th, leadership; 18th, professional courtesy; 20th,
grenades (2nd – 20th), five doses of stimshot A going once (x3).
(2nd – 20th), three doses of K-O shot (3rd), Skills: Bluff, Intimidate, Sense Motive, Spot.
electronic notepad (5th – 20th), power cell (5th – Armor: Hide armor (1st – 13th), ballistic nylon
13th), power clip (7th), two power clips (8th – (14th – 20th).
20th), portable computer (10th – 20th), power Melee Weapon (type varies): Sap (1st – 6th),
pack (10th – 20th), language translator (11th – stun baton (7th – 20th).
20th), power beltpack (11th – 15th), pocket nurse Ranged Weapon (type varies): Black powder
(14th – 20th), two power cells (14th – 20th), one rifle (1st), sport rifle (2nd – 4th), sport rifle w/

RPGObjects Page 7 Darwin’s World


TABLE 2-5: NPC TRADER
Lvl hp AC Init Spd Melee (varies) Ranged (varies) F/R/W Bl/Int/Sen/Spt
1st 6 14 +5 30 ft -1 +1 +0/+1/+4 +6/+4/+6/+4
2nd 9 14 +5 30 ft +0 +2 +0/+1/+5 +7/+4/+7/+5
3rd 13 14 +5 30 ft +1 +3 +1/+2/+5 +8/+5/+8/+5
4th 16 15 +6 30 ft +2 +5 +1/+3/+6 +9/+5/+9/+6
5th 20 15 +6 30 ft +2 +6 +1/+3/+6 +10/+6/+10/+6
6th 23 15 +6 30 ft +3 +7 +2/+4/+7 +11/+6/+11/+7
7th 27 15 +6 30 ft +4 +8 +2/+4/+7 +12/+7/+12/+7
8th 30 15 +6 30 ft +5/0 +10/5 +2/+4/+8 +13/+7/+13/+8
9th 34 15 +6 30 ft +5/0 +11/6 (+2) +3/+5/+8 +14/+8/+14/+8
10th 37 15 +6 30 ft +6/1 +12/7 (+4) +3/+5/+9 +15/+8/+15/+9
11th 41 15 +6 30 ft +7/2 +13/8 (+6) +3/+5/+9 +16/+9/+16/+9
12th 44 16 +7 30 ft +8/3 +15/10 (+6) +4/+7/+10 +17/+9/+17/+10
13th 48 16 +7 30 ft +8/3 +16/11 (+6) +4/+7/+10 +18/+10/+18/+10
14th 51 18 +7 20 ft +9/4 +16/11 (+6) +4/+7/+11 +19/+10/+19/+11
15th 55 18 +7 20 ft +10/5/0 +17/12/7 (+6) +5/+8/+11 +20/+11/+20/+11
16th 58 18 +7 20 ft +11/6/1 +18/13/8 (+6) +5/+8/+12 +21/+11/+21/+12
17th 62 18 +7 20 ft +11/6/1 +18/13/8 (+6) +6/+9/+12 +22/+12/+22/+12
18th 65 18 +7 20 ft +12/7/2 +19/14/9 (+6) +6/+9/+13 +23/+12/+23/+13
19th 69 18 +7 20 ft +13/8/3 +20/15/10 (+6) +6/+9/+13 +24/+13/+24/+13
20th 72 18 +10 20 ft +14/9/4 +22/17/12 (+6) +6/+10/+14 +25/+13/+25/+14

target modifications +1 (5th - 7th), sport rifle w/


target modifications +2 (8th), sport rifle w/ target
modifications +3 and hi-powered modifications
+2 (9th), sport rifle w/ target modifications +3
and hi-powered modifications +4 (10th), sport
rifle w/ target modifications +3 and hi-powered
modifications +6 (11th - 16th), sport rifle w/
target modifications +3 / hi-powered
modifications +6 and targeting scope (17th –
20th).
Other Gear: 20 rifle bullets (1st), two stun
grenades (1st – 20th), four doses of juju salve (2nd
– 20th), two doses of K-O shot (2nd – 20th), 30
rifle cartridges (2nd – 20th), two irritant gas
grenades (3rd – 20th), 30 rubber rifle cartridges
(3rd – 20th), two doses of stimshot A (4th – 6th),
power beltpack (7th – 11th), five doses of
stimshot A (7th – 20th), language translator (12th
– 20th), two power beltpacks (12th – 14th),
electronic notepad (13th – 20th), power cell (13th
– 16th), geiger counter (15th – 20th), three power
beltpacks (15th – 20th), advanced breathing
apparatus (16th – 20th), pocket nurse (17th –
20th), two power cells (17th – 20th), five doses of
stimshot B (17th – 20th), five doses of filter dose
(17th – 20th), five doses of rad-purge shot (17th -
20th), magnetic shield A (18th), power backpack
(18th – 20th), magnetic shield C (19th – 20th),
coordination cerebral bioelectronic implant (20th),
education cerebral bioelectronic implant (20th).

RPGObjects Page 8 Darwin’s World


Part 3: MUTANT CREATURES
to breed “super-mutant” warriors or to refine a
ABOMINATION specific trait in the next generation. These
experiments, carried out by such groups as the
One abomination looks entirely different from the terrible Savants, are not always successes,
next, for their grotesque mutations are never the although this fact is little known among the
same. brain-dead children of the wasteland. Those
Numerous large, cat-like eyes (for seeing in the subjects who prove too difficult to slay, or whose
darkness) sprout all over the creature’s intelligent minds have not yet succumbed to
amorphous torso. These things seem to madness (and thus do not warrant immediate
congregate only in darkness, as if ashamed of termination or abortion), are often discarded
their twisted, disgusting appearance. secretly, their bloated, ghastly bodies expelled
Lashing, whirling tentacles or pseudopods feel into the darkness of the night.
and probe the air around them; certainly these In appearance, these "abominations" vary
comprise a battery of bizarre sensory apparatus, considerably, but all are horrendous and warped.
not unlike antennae. Most have been totally altered, bearing little or

Large Aberration TABLE 3-1: MONSTERS RANKED BY CHALLENGE RATING


Abortion 1/3
Hit Dice: 4d8+16 (34 hp) Ratbite 1/3
Initiative: +0 Ethereal Flyer 1/2
Speed: 10 ft Plantman 1/2
AC: 16 (+0 Dex, +7 natural, -1 size) Terminal 1/2
Underling 1/2
Attacks: 4 slams +6 melee Wild Man 1/2
Damage: Slam 1d4+6 Desert Horse 1
Face/Reach: 5 ft by 10 ft / 5 ft Fraxx Steed 1
Special Qualities: Accelerated white Ghoul 1
Monstrous Cockroach 1
blood cell activity, amorphous, dark Mutant Bug 1
vision, photosensitive, frightful presence Ravening Hound 1
Saves: Fort +5, Ref +1, Will +1 Sandman 1
Abilities: Str 18, Dex 10, Con 18, Int 5, Doom Harvester 2
Mind Mold 2
Wis 5, Cha 3 Plague Zombie 2
Skills: Hide +3, Listen +2, Move Silently Prox Beast 2
+3, Spot +2 Abomination 3
Feats: Multiattack Blindworm 3
Heliogryph 3
Climate/Terrain: Any underground Lurking Panther 3
Organization: Solitary Plantman (Spore-Carrier) 3
Challenge Rating: 3 Probing Waddler 3
Treasure: Standard Shadow People 3
Snoffle Hog 3
Alignment: Always chaotic evil Utarn 3
Advancement: 5-8 HD (Large); 9-12 HD Gront 4
(Huge); 13-16 HD (Gargantuan) Night Terror 4
Amoeba, Bubble Cell 5
Screamer 5
No two abominations appear the same, Slime Mole 5
but all are essentially grotesque bulks of Othydont 6
knotted flesh, cancerous tissue, and Two-Headed Mutant Bear 6
malformed limbs, as if assembled hastily Desert Anemone 7
Purple Angler 7
or carelessly by some mad doctor’s hand. Blob 9
Among the more advanced and Terrolops 10
malevolent groups of the Twisted Earth, Amoeba, Giant 11
genetic experiments are not an Mutagon 16
Death Sentinel 21
uncommon practice, often in an attempt

RPGObjects Page 9 Darwin’s World


no resemblance to human beings. After their first
mutation has failed, the scientists often use the ABORTION
same subject for more and more experiments,
since it is already deemed a "lost cause". Cat-like Truly ghastly things, which I’ve only ever seen
eyes, long tendrilous tongues, jagged fangs, once. The creature appears like a fetus
warped and ragged claws, and thick warty skins prematurely discharged from the womb. A trail
are most common. Other features might include of gross tissue and viscera trails behind it like a
atrophied tentacles, an odd deformed wing or vestigial, useless tail.
two (although incapable of flight), a fat lazy tail, The creature moves through the use of its
etc. feeble arms, dragging itself pitifully along and
leaving a trail of slime in its path.
COMBAT Worst of all is the creature’s cry. Oh, the awful
Abominations attack blindly and violently by cry! I shall never forget that awful cry!
flailing whatever workable limbs they still
possess; badly mutated arms, feeble legs, and Medium-Size Humanoid
knotted, jointed tentacle-like pseudopods. Hit Dice: 1d8-1 (4 hp)
Though afraid of light, the creature is truly Initiative: -2 (Dex)
horrific to behold when fully illuminated. Speed: 5 ft, swim 10 ft
Accelerated White Blood Cell Activity (Ex): AC: 8 (-2 Dex)
As the mutation of the same name. Fast healing Attacks: Claw +1 melee
5. Damage: Claw 1d4+1
Amorphous (Ex): An abomination is not Face/Reach: 5 ft by 5 ft / 5 ft
subject to critical hits. It has no clear front or Special Attacks: Baleful cry
back, so it cannot be flanked. Special Qualities: Partial actions only
Dark Vision (Ex): Abominations have Saves: Fort +1, Ref +0, Will -2
darkvision with a range of 60 feet and low-light Abilities: Str 12, Dex 6, Con 8, Int 4, Wis 4, Cha
vision. 4
Frightful Presence (Ex): The abomination Skills: Hide +0, Listen +1
can inspire terror by charging or attacking. Feats: -
Affected creatures must succeed at a Will save Climate/Terrain: Any underground
(DC 11) or become shaken, remaining shaken Organization: Solitary
until they leave the area of effect. Challenge Rating: 1/3
Photosensitive (Ex): Abominations are Treasure: None
susceptible to bright lights and strong Alignment: Always chaotic evil
illumination (including torches), and must make a Advancement: 2-5 HD (Medium)
Will save (DC 12) or be forced to flee from the
light source. A direct flash against an One of the more disturbing variations of the
abomination (e.g. from a dazzle rifle) will “terminal” mutant is the abortion.
effectively blind the creature without a save. Oftentimes the very birth of a mutant child is
enough to kill the mother, especially among
TRAINING AN ABOMINATION those communities without access to medicine,
Some mutant groups have been known to “train” but in some extremely rare cases the naturally-
abominations to act as guards. Training an aborted fetus, possessed of mutant strength and
abomination to remain in one area and regard a capabilities, still clings to life even after being
master (or group of masters) as anything other removed from the womb. The resultant creature,
than food requires a successful Handle Animal usually deemed “cursed”, is promptly cast out to
check (DC 30 at all ages). The creature must be die. Often the case in the violation of tribal
well-fed and well-treated by its would be taboos on crossbreeding with unrecognized
master(s) for at least a month before an attempt foreigners and outsiders, the aborted beast does
can be made to domesticate it. not die as one might expect. Some few manage
An abomination cannot be ridden. to survive through pure chance, feeding off of
insects, small animals, and anything else that
comes their way.

RPGObjects Page 10 Darwin’s World


Abortions that somehow survive to maturity are Skills: -
hideous to behold. Though actual body form and Feats:
appearance can vary widely, generally what at Climate/Terrain: Any land
first appears to be a poorly-formed humanoid Organization: Solitary
soon proves to be something far worse; the torso Challenge Rating: 5
abruptly ends and trails off in a long serpentine Treasure: None
mass of fused viscera that lags sluggishly behind Alignment: Always neutral
it where legs should have been. Abortions of this Advancement: 5-7 HD (Huge), 8-10 HD
most common kind must use their arms to drag (Gargantuan)
themselves pitifully along, feeling out for
potential prey to feed them.
The bubble cell amoeba is a remarkable
COMBAT inhabitant of the most radiated corners of the
Abortions attack pitifully and weakly anything wasteland; it is, in effect, a giant colony of
that comes within reach. cellular structures that inherit intelligence as it
Baleful Cry (Ex): As a standard action, grows in size and number.
abortions can emit a wail not unlike that of an The bubble cell starts small, usually with a
infant, but so distorted and grotesque as to make single bubble-like cellular form (the size of a
even the hardiest opponent pause in disgust and volleyball or larger) and translucent in color.
disbelief. Those within 50’ of the abortion must Inside can be seen an odd black core emanating
succeed at a Will save (DC 12) or be shaken for numerous veiny structures. A web of ugly
1d4 rounds thereafter. greenish-gray growth extends from the base of
Partial Actions Only: Due to a crippling form, the cellular body, sensing motion in the air and
abortions can only perform partial actions. ground around it.
As the bubble cell begins to grow, its first
primary cell splits into a sister cell, adding to its
AMOEBA, BUBBLE CELL size. Both cells work in conjunction, adding to
the creature’s complexity and range of senses.
A truly odd creature, said to inhabit the infamous This also adds to its ability to affect the world
Purple Desert in packs like land-borne clouds around it. As more cells grow from the base, the
strewn across the glowing sand fields. bubble cell becomes capable of even more
The central “bubble” appears to be the complex functions. More advanced abilities (such
creature’s brain; but each cell in fact seems to as power draining) require more complex
add power and sentience to the whole. processes, and thus more cells are required to
Stingers that numb the senses and reflexes of perform these functions. A bubble cell is only
the creature’s prey ring the individual cells. truly dangerous when it becomes fully grown, as
Beware the largest specimens, for these are said it becomes able to generate electric pulses from
to be able to generate powerful discharges of its central dominant cell, and its tentacle sensing
electricity. polyps become able to grasp and draw in fresh
prey for consumption by its mass.
Large Ooze
Hit Dice: 4d10+27 (49 hp) COMBAT
Initiative: +0 Bubble cell amoebas are only dangerous once
Speed: 1 ft they have reached a mature stage; prior to this
AC: 9 (-1 size) they appear only as gelatinous globs with little
Attacks: Electric shock, +3 ranged movement or sentience. Once it has fully
Damage: Electric shock 5d6 developed, however, the amoeba is capable of
Face/Reach: 5 ft by 10 ft / 10 ft generating powerful electric effects.
Special Attacks: Electric shock Confusion Stingers (Su): Any creature
Special Qualities: Energy altering cell structure, coming into physical contact with one or more
confusion stingers, blindsight cells of an amoeba becomes confused (as the
Saves: Fort +4, Ref +1, Will -4 spell) for 1d6 rounds if a Fortitude save (DC 18)
Abilities: Str -, Dex 10, Con 16, Int 1, Wis 1, is failed.
Cha -

RPGObjects Page 11 Darwin’s World


Electric Shock (Su): A mature bubble cell Abilities: Str 32, Dex 6, Con 22, Int -, Wis 1,
amoeba’s primary form of defense is the Cha 1
generation of a powerful electric shock. The Skills: -
shock is made as a ranged touch attack, capable Feats: -
of striking a single target per round up to 20 ft Climate/Terrain: Any underground
distant. Organization: Solitary
Energy Altering Cell Structure (Ex): A Challenge Rating: 11
bubble cell absorbs directed energy attacks made Treasure: None
against it, just like the mutation of the same Alignment: Always neutral
name. It can also use the absorbed energy to Advancement: 13-20 HD (Gargantuan)
heal itself in the normal manner.
Blindsight (Ex): An amoeba’s entire body is a There are numerous forms of this kind of living
primitive sensory organ that can ascertain prey organism, ranging from humongous animate
by scent and vibration within 60 feet. globs of protoplasmic “ooze”, to gigantic,
Ooze: As an ooze-type creature, bubble cell sprawling amoebas forced to watery locales to
amoebas are immune to poison, sleep, paralysis, support their monstrous weight.
and stunning. They have no clear front or back Likewise they range in color and camouflage,
and therefore are not subject to critical hits or from bright green to a dull ochre, sickly yellow to
flanking. Oozes of all kinds have the blindsight lifeless, often translucent gray. Giant amoebas
quality. They are also immune to mind- are found in many climates and areas, but mostly
influencing effects (charms, compulsions, and reside underground or underwater where they
morale effects). are protected from the harmful effects of
ultraviolet radiation – which appears to be of
particular concern to the growth and life of these
AMOEBA, GIANT beings.
Giant amoebas actually comprise a range of
These truly monstrous things appear to have creatures, from animate fungal growths of
been given abnormal gigantism due to the effects colossal size, to literally giant one-celled
of radiation in their particular environment. creatures that feed mindlessly off other forms of
The creature is composed of what seems to be life by dissolving and absorbing tissue on contact.
an acidic substance, eating at the flesh of its All such creatures are immune to fear, of course,
organic prey. Entire persons can be swallowed but often seem to act in a very cunning fashion
whole, the remains of which are often seen (they are, in fact, drawn towards bodily heat, and
through its translucent mass. cannot actually "stalk" their prey as is often
Natural sunlight (or perhaps the UV coming claimed by underground folk).
through the weakened atmosphere) seems to
pain these creatures, for stories speak of such COMBAT
giants being forced back into the earth from Giant amoebas attack by forming pseudopods to
whence they came by the air of the surface reach out and grab prey to consume.
world. Acid (Ex): A creature swallowed whole by a
giant amoeba begins to be digested immediately.
Gargantuan Ooze A target so grappled suffers 1d6 points of
Hit Dice: 12d10+102 (168) damage, per round, until consumed or he breaks
Initiative: -2 (Dex) free. A victim killed by acid wounds is completely
Speed: 5 ft, swim 10 ft dissolved.
AC: 4 (-2 Dex, -4 size) Improved Grab (Ex): To use this ability, the
Attacks: 1d3 pseudopods +16 melee giant amoeba must hit with one of its pseudopod
Damage: Pseudopod 2d8+11 attacks. If it gets a hold, it can attempt to
Face/Reach: 30 ft by 30 ft / 15 ft swallow the foe.
Special Attacks: Acid, improved grab, swallow Ooze: As an ooze-type creature, giant
whole amoebas are immune to poison, sleep, paralysis,
Special Qualities: Random attacks, blindsight, and stunning. They have no clear front or back
tremorsense and therefore are not subject to critical hits or
Saves: Fort +10, Ref +2, Will -1 flanking. Oozes of all kinds have the blindsight

RPGObjects Page 12 Darwin’s World


quality. They are also immune to mind- Large Beast
influencing effects (charms, compulsions, and Hit Dice: 4d10+16 (34 hp)
morale effects). Initiative: +1 (Dex)
Random Attacks (Ex): A giant amoeba Speed: 10 ft, swim 15 ft, burrow 5 ft
creates 1d3 pseudopods each round, which can AC: 19 (+1 Dex, -1 size, +9 natural)
attack separate targets (and separate targets Attacks: Bite +7 melee
only), in any direction. Damage: Bite 2d6+8
Blindsight (Ex): An amoeba’s entire body is a Special Qualities: Tremorsense
primitive sensory organ that can ascertain prey Face/Reach: 5 ft by 10 ft / 5 ft
by scent and vibration within 60 feet. Saves: Fort +8, Ref +5, Will -3
Sensitivity (Ex): A giant amoeba suffers Abilities: Str 20, Dex 12, Con 18, Int 3, Wis 3,
damage from exposure to ultraviolet light. The Cha 3
creature must make a Fortitude save (DC 30) or Skills: Hide +2*, Listen +0, Spot +0
suffer 4d8 points of damage per round of Climate/Terrain: Any aquatic or marsh
exposure; even if it saves successfully, the Organization: Solitary
amoeba suffers 1d8 points of damage and will Challenge Rating: 3
attempt to flee and hide from the UV source to Treasure: None
prevent further deterioration of its form. Alignment: Always neutral
Swallow Whole (Ex): A giant amoeba can try Advancement: 5-8 HD (Large); 9-12 HD (Huge)
to swallow a grabbed opponent of Medium-size or
smaller size by making a successful grapple The blindworm is a giant mutated creature known
check. Once inside, the opponent takes 1d6 to infest dark, polluted, and watery haunts.
points of crushing damage plus 2d6 points of acid Resembling a huge bloated worm with a thick
damage per round from the creature’s digestive leathery hide, mottled gray and brown and
juices. A swallowed creature cannot climb out, lacking any eyes whatsoever, the creature
but may attempt to cut its way out. This is done writhes through heaps of floating trash searching
by using claws or a Small or Tiny-slashing for rats and other prey to feed upon.
weapon to deal 25 points of damage to the The blindworm prefers watery locales due to its
creature (AC 20). Once the creature exits, fluid clumsy body shape, which is more adept at
action closes the hole; another swallowed swimming through water. However, the giant
opponent must cut its own way out. ringed maw of the blindworm also permits it to
A giant amoeba can hold one Medium, two burrow through loose soil and, to some extent
Small, four Tiny, etc. opponents. even hard rock.
Blindworms are particularly common among
water-logged tunnels and flooded sewers, where
BLINDWORM they can grow large without competition.

A horror of the sewers and polluted rivers of the COMBAT


ancient cities, blindworms can reach sizes of Blindworms sense movement through even the
twenty feet or more. My observations have only slightest vibrations in the air. When ready to
placed them at 15’-18’, but larger specimens are strike, the blindworm rises from hiding (usually
certain to exist in more ideal environments (such underwater or among heaps of like-colored
as areas where the ‘worms have become the garbage/rotted vegetation), plunging down with
dominant life form). full force onto its prey.
The thick hide is difficult to pierce with even the Tremorsense (Ex): A blindworm can
most powerful firearms. The coloration, gray and automatically sense the location of anything
brown, helps the creature blend perfectly with within 60 feet that is in contact with the ground
the rotted refuse of sewer tunnels and flooded or water.
subterranean waterways. Skills: *The coloration of the blindworm
The ringed mouth is an unusual development, affords the creature a +8 racial bonus to Hide
unlike any other creature known to this observer. checks when in watery or junk-strewn areas.
It appears to permit the blindworm to burrow
through the ground.

RPGObjects Page 13 Darwin’s World


A typical blob is a huge morass of soupy brown
BLOB ooze, a slimy mass given shape and weight by
garbage, refuse, and unknown toxic substances
The creature appears to be a mass of everything from decades past. The thing behaves much like
poisonous and toxic to the natural environment; an amoeba or similar simple life form, seeking
truly these creatures must be a curse spawned only to consume and spread, growing as it does
by the carelessness of the Ancients! with each new meal, until it has devoured all that
Acid, radiation, and poison ooze. The touch of it can reach, before dying and slowly
the filmy secretion created by the blob-like entity decomposing.
is enough to dissolve organic flesh in seconds. Blobs are found only in the most chemically-
Victims literally “melt” on contact – a most defiled and contaminated areas, such as lakes
monstrous sight to behold! near ancient industrial centers, flooded sewer
These things support their weight by living in systems, underground dump sites for radioactive
watery environs. Apparently the creature can materials, etc.
swim better than it can pull itself along dry land.
COMBAT
Huge Ooze Blob creatures attack by forming masses of
Hit Dice: 4d10+36 (58 hp) pseudopod-like ooze to lash out, engulf, or
Initiative: -2 (Dex) overrun fleeing prey. A powerful mix of acid and
Speed: 5 ft, swim 10 ft radiation kills next to everything it meets, the
AC: 8 (-2 Dex) jellified essence of which gives strength and life
Attacks: Slam +12 to the creature.
Damage: Slam 2d6+13 and acid 2d6 Acid (Ex): The melee touch attack of a blob is
Special Attacks: Acid, blindsight, improved acidic and dissolves organic material and metal.
grab, radiation, swallow hole Any successful hit deals acid damage; 50 points
Special Qualities: Camouflage, protoplasmic of damage per round to wood or metal objects.
growth, regeneration 5, resistant, semi-dormancy Armor and clothing dissolves immediately unless
Face/Reach: 15 ft by 15 ft / 10 ft a Reflex save (DC 19) is made. 20 points of
Saves: Fort +5, Ref -1, Will -4 damage is dealt against stone per round of
Abilities: Str 29, Dex 6, Con 19, Int -, Wis 1, contact.
Cha 6 A weapon that strikes a blob, after doing
Feats: - damage, will dissolve unless the wielder makes a
Climate/Terrain: Any marsh, underground, or Reflex save (DC 19).
aquatic Blindsight (Ex): An amoeba’s entire body is a
Organization: Solitary primitive sensory organ that can ascertain prey
Challenge Rating: 9 by scent and vibration within 60 feet.
Treasure: None Camouflage (Ex): Creatures of this type blend
Alignment: Always neutral perfectly in with rubbish heaps, trash pits,
Advancement: 5-12 HD (Huge); 13-20 HD polluted lakes, etc. So long as the creature does
(Gargantuan); 21-28 HD not move, it is considered invisible (if it moves,
the effect is negated).
The product of man’s nuclear wars, the animation Improved Grab (Ex): To use this ability, the
of refuse and radioactive sludge by unknown blob must hit with its pseudopod attack. If it
contaminants that would be lethal to even the gets a hold, it can attempt to swallow the foe.
hardiest of pre-war life. The blob is an insidious Ooze: As an ooze-type creature, blobs are
form of life driven only by a primitive hunger to immune to poison, sleep, paralysis, and stunning.
eat, grow, and continue to consume everything They have no clear front or back and therefore
around it. are not subject to critical hits or flanking. Oozes
The blob is a bizarre form of life created no of all kinds have the blindsight quality. They are
doubt by the massive chemical, biological, and also immune to mind-influencing effects (charms,
nuclear poisoning of the world from the Fall. Part compulsions, and morale effects).
chemical sludge, part disease, and given Protoplasmic Growth (Ex): Each time a blob
abnormal life and size by radiation, it is truly a injures an organic opponent, it receives hit points
horror of the post-apocalyptic world. equal to one half the damage it inflicted in that

RPGObjects Page 14 Darwin’s World


attack. For every forty hit points gained from its 1d6 points of crushing damage plus the normal
melee attacks, the creature permanently gains acid damage from being in contact with the
+4 Strength and Constitution, and increases in creature, per round. In addition, the radioactivity
size by one category (maximum of +8 at Colossal of the creature infers 1d4x50 Rads every round.
size). A swallowed creature can only attempt to cut
Radiation (Ex): A blob infers Rads upon any its way out of the blob, since it quickly engulfs
victim swallowed whole (see below). the prey in its shapeless matter. Escape is done
Regeneration (Ex): Regeneration 5. Fire by using claws or a Small or Tiny-slashing
deals normal damage to a blob. weapon, to deal 25 points of damage to the
Resistant (Ex): Due to its protoplasmic creature (AC 18). Once the creature exits, fluid
makeup, a blob only suffers half damage from action closes the hole; another swallowed
piercing and bludgeoning attacks. opponent must cut its own way out.
Semi-Dormancy (Ex): In full daylight, blobs A blob can hold one Medium, two Small, four
become semi-dormant; sluggish and slow. In Tiny, etc. opponents in its body. This increases
these conditions they can move or attack, but not proportionately with the blob’s ever-growing size.
both. This dormancy isn’t apparent during dusk
or dawn, or while the creature remains
submerged under water. DEATH SENTINEL
Swallow Whole (Ex): A blob can try to
swallow a grabbed opponent of Medium-size or The huge trunk and tentacles of this legendary
smaller size (or Large for a Gargantuan blob, creature are in fact millions of conjoined
Huge for a Colossal blob) by making a successful organisms, not unlike microscopic “wasps” in a
grapple check. Once inside, the opponent takes great “hive”. Each cellular structure serves the
whole, however, the entirety bent on shrew-
like ingestion of all living matter nearby.
Stories speak of the sentinel’s ability to
literally “burst” from the sand to take prey by
surprise. This is certainly done by powerful
muscular action, a testament to the beast’s
awesome strength.
Numerous tentacles serve unknown
purposes, but certainly these include sensing
movement and vibration while underground,
smelling scents while above ground, and
perhaps even stunning prey as they are
drawn towards the huge maw.

Gargantuan Aberration
Hit Dice: 22d8+198 (297 hp)
Initiative: +6 (+4 Improved initiative, +2
surprise)
Speed: 5 ft, burrow 15 ft
AC: 10 (-4 size, +4 natural)
Attacks: Bite +24 melee; 5 tentacles +22
melee
Damage: Bite 4d6+12; tentacle 1d6+12 and
stun
Face/Reach: 20 ft by 20 ft / 20 ft
Special Attacks: Stun
Special Qualities: Tremorsense
Saves: Fort +15, Ref +6, Will +8
Abilities: Str 34, Dex 10, Con 29, Int 2, Wis
2, Cha 10
Skills: Hide +20, Listen +12, Move Silently

RPGObjects Page 15 Darwin’s World


+12, Spot +6
Feats: Alertness, Improved Grab, Multiattack DESERT ANEMONE
Climate/Terrain: Any desert
Organization: Solitary Creatures like this monstrous plant once lived in
Challenge Rating: 21 vast numbers on the floors of the world’s oceans.
Treasure: None How they made the transition to life on dry land
Alignment: Always neutral is a mystery, but perhaps it is only a
Advancement: 23-25 HD (Gargantuan) resemblance they share.
The anemone stands taller than two or three
This horrible jellyfish-like creature, actually men, with wide fluctuations in color. Still, the
composed of millions of symbiotic organisms, is typical variety is able to blend in with the tropical
one of the most frightening known to inhabit the foliage of most oasis areas.
mutated wastelands of the Twisted Earth. The creature attacks by extending an elongated
Typically found only in the most radiated or tongue from within its body. Victims brought
desolate stretches of unbroken and radiated within are slowly digested in the anemone’s acid
deserts, the death sentinel explodes from sack.
beneath the surface to attack unwitting prey with
vicious cunning and relentless aggression, moved Huge Plant
by the hunger of its millions of cooperative cells. Hit Dice: 8d8+40 (76 hp)
The death sentinel appears to be a towering Initiative: +4 (Improved initiative)
column of tentacle polyps, atop which stands a Speed: Immobile
fleshy "trunk" fourteen to twenty feet in AC: 8 (-2 size)
diameter. This giant trunk is marked by four Attacks: Tongue lash, +13 melee
huge fanged mouths (one in each cardinal Damage: Tongue lash 2d4+13 and stun
direction away from the center of the thing), and Face/Reach: 10 ft x 5 ft / 15 ft
a ring above this of multiple black eyes (each Special Attacks: Improved grab, stun, swallow
roughly the size of a man's head). Atop the thing whole
sprouts another column of tentacles, though Special Qualities: Plant, Blindsight, Improved
these lash about and writhe, acting as the Initiative
primary senses of the death sentinel, sensing Saves: Fort +11, Ref +1, Will +3
motion in the air. Numerous smaller tentacles Abilities: Str 28, Dex 8, Con 20, Int -, Wis 13,
sprout from beneath this upper forest of features Cha 9
like a moving "beard", lined with microscopic Skills: -
nematocysts that stun prey as they are brought Feats: -
to the mouth for consumption. Climate/Terrain: Any temperate, warm, desert,
forest, or marsh
COMBAT Organization: Solitary or cluster (2-5)
This most ferocious of desert mutations is a Challenge Rating: 7
virtual killing machine, with numerous tentacles Treasure: None
lined with stunning stingers, and the ability to Alignment: Always neutral
sense movement even while buried underground. Advancement: 9-11 HD (Huge)
Improved Grab (Ex): To use this ability, the
death sentinel must hit with at least one tentacle The desert anemone is a well-known danger to
attack. If it gets a hold, it automatically deals traders, merchants, and wanderers of the
bite damage. wasteland. Often clustered in small "forests" or
Stun (Ex): A hit by one of the sentinel’s "groves", these anemone have become a
tentacles forces the victim to make a Fortitude particular threat to travelers because they are
check (DC 15) or be stunned for 1d4 rounds. quite common around the few precious desert
Tremorsense (Ex): A death sentinel can oasis. Their presence along the trade routes
automatically sense the location of anything appears to be increasing, suggesting that the
within 60 feet that is in contact with the ground. movement of merchants may have brought
Skills: A sentinel has a +2 racial bonus to hide anemone seedlings mistakenly (or perhaps
and move silently. deliberately) with them in their migrations.

RPGObjects Page 16 Darwin’s World


The anemone looks remarkably similar to a sea the anemone’s digestive juices. A swallowed
anemone, but often more than 12 or 15 feet creature can climb out with a successful grapple
high, its coloration ranging from plain dun to lime check. This returns it to the lip of the anemone’s
green or even a vibrant lemon. A “collar” of maw, where another successful grapple check is
bristly white spines grows about the top of its needed to get free. A swallowed creature can
tubular “mouth”. Hidden within its month is an also cut its way out by using claws or a Small or
elongated “tongue”. It has a huge root-like trunk Tiny slashing weapon to deal 25 points of
that disappears into the sand below it. damage to the gizzard (AC 20). A desert
The anemone only attacks when it senses a anemone’s juice sack can hold one Medium, two
victim is within the range of its extendable Small, four Tiny, etc. opponents.
tongue. The anemone conceals two or three
tentacles beneath the collar of spines that can
dart out and help grasp a creature already in its DESERT HORSE
tongue, aiding this main appendage in drawing it
up and into the circular mouth at the beast's top. Padded feet permit the desert horse to retain its
A creature dragged in this manner is drawn stable footing even on loose sand and sifting dust
through the spiny collar, being jabbed by the dunes.
spines. The spines themselves are simply a Large eyes permit the horse to detect even the
cellulose sheath containing potent neurotoxins slightest movement in a broad range of vision.
that act to paralyze the victim as he is drawn in –
hopefully preventing a struggle. Once the victim Large Animal
reaches the mouth he is dropped into the large Hit Dice: 3d8+9 (22 hp)
vase-shaped interior, which contains numerous Initiative: +5 (Dex, Improved Initiative)
cavities along the fleshy walls that emit a Speed: 60 ft
constant stream of acids - literally dissolving the AC: 14 (-1 size, +1 Dex, +4 natural)
victim as he struggles to get free. Attacks: 2 kicks +4 melee, bite -1 melee
These creatures are especially feared because Damage: Kick 1d3+3, bite 1d3+1
once a victim is drawn into its maw, it is next to Special Qualities: Scent, stampede,
impossible to get him out before it is too late. tremorsense
Face/Reach: 5 ft by 10 ft / 5 ft
COMBAT Saves: Fort +6, Ref +4, Will +2
The desert anemone uses its elongated Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13,
prehensile tongue to lash onto prey and swallow Cha 6
them whole. Skills: Listen +4, Spot +10
Blindsight (Ex): Desert anemones have no Feats: Improved Initiative
visual organs but can ascertain all foes within 30 Climate/Terrain: Any desert
feet using sound, scent, and vibration. Organization: Solitary, pair, or pack (5-20)
Improved Grab (Ex): To use this ability, the Challenge Rating: 1
desert anemone must hit with its tongue lash Treasure: None
attack. If it gets a hold, it automatically stuns, Alignment: Always neutral
and can attempt to swallow the foe. Advancement: -
Plant (Ex): Plants are immune to poison,
sleep, paralysis, stunning, and polymorph. They The desert horse resembles the common horse in
are not subject to critical hits or mind-influencing most respects, but the harsh environment of the
effects. Twisted Earth has forced it to evolve to survive.
Stun (Ex): A creature brought to the The familiarity of the beast has diminished
anemone’s mouth is affected by its stunning somewhat over time, with the development of
quills, forcing the victim to make a Fortitude slitted nostrils to filter out sand particles in high
check (DC 15) or be stunned for 1d4 rounds. winds, and the transformation of the hooves to
Swallow Whole (Ex): A desert anemone can pads for steadier footing on sand. The eyes have
try to swallow a grabbed opponent of Medium- changed as well, growing in size and bulging
size or smaller size by making a successful from the head, protected by thick eyelids with
grapple check. Once inside, the opponent takes sweeping camel-like lashes to shield from the
2d8+12 points of acid damage per round from biting wind. The size and slow re-positioning of

RPGObjects Page 17 Darwin’s World


each five horses in the herd. A successful Reflex
save (DC 16) halves the damage.
Tremorsense (Ex): A desert horse gains this
ability only in sandy, desert environments, and
its sense only extends to vibrations made
through the ground it moves on, not through the
air.

TRAINING A DESERT HORSE


Desert horses caught in the wild are relatively
easy to tame as steeds, requiring a willing beast
and a successful Handle Animal check (DC 15 for
a foal, DC 18 for an adult). A desert horse can
fight while carrying a rider, but the rider cannot
also attack unless he succeeds at a Ride check
(DC 10).
Carrying Capacity: A light load for a desert
horse is up to 230 pounds; a medium load, 231-
460 pounds; a heavy load, 461-690 pounds. A
desert horse can drag 3,450 pounds.

DOOM HARVESTER
The overall shape of this creature suggests it is a
gigantic mutation of the common harvester
spider.
The mouth is positioned in such a way as to
these dome-shaped eyes permits the creature to literally “scoop” up prey like a trawler. Curious
detect the slightest shift or movement in the diamond-shaped teeth rend flesh quite efficiently,
sand around it, warning it against subterranean mincing struggling victims in a matter of seconds.
attack from burrowing creatures that move Odd polyps, set all over the creature’s body,
beneath the surface of the desert in the manner appear to sense nearby movement through
of aquatic predators. motion in the surrounding air. Using an
Desert horses are among the more common elongated spike, the harvester impales prey,
steeds of primitive peoples, being relatively allowing it to hold a victim in place for a ghastly
abundant in the wasteland. Tribal folk, as well as feeding frenzy.
certain merchant groups, use them exclusively as
mounts and beasts of burden. Huge Vermin
Hit Dice: 5d8+5 (27 hp)
COMBAT Initiative: +1 (Dex)
A desert horse will attack furiously to free itself Speed: 60 ft
from an unexpected attack; they otherwise prefer AC: 12 (+1 Dex, +3 natural, -2 size)
to flee. Attacks: Bite, +9 melee, pincer, +4 melee
Padded Feet (Ex): Desert horses have Damage: Bite 2d6+8, pincer 1d6+8
developed special padded feet to permit easy Face/Reach: 15 ft x 15 ft / 10 ft
travel over sandy and unstable ground. A desert Special Attacks: Improved Grab
horse receives a +2 racial bonus to all Balance, Special Qualities: Vermin
Jump, and Move Silently checks on sandy terrain. Saves: Fort +9, Ref +2, Will -3
Stampede (Ex): If alarmed, desert horses flee Abilities: Str 27, Dex 13, Con 20, Int -, Wis 2,
in a random direction (but always away from a Cha 10
perceived source of danger). They literally run Skills: Spot +5, Listen +3
over anything of size Medium or smaller that gets Feats: -
in their way, dealing 1d8 points of damage for Climate/Terrain: Any plain or desert

RPGObjects Page 18 Darwin’s World


fatal, for the prey is dragged up,
minced by the piranha-like mouth, or
pinned by its pincer and drawn back
into the pack to be shared by the
group - certain to be torn from limb
to limb.

COMBAT
Doom harvesters typically hunt in
large sweeping packs to overwhelm
prey. They are cunning enough to
take some and flee, with other
members guarding their retreat or
drawing away attention until captured
prey can be eaten.
Improved Grab (Ex): To use this
ability, the doom harvester must hit
with its pincer attack. If it gets a
hold, it automatically deals bite
damage.
Vermin: Immune to mind-
influencing effects.

Organization: Brood (2-5) or swarm (5-20)


Challenge Rating: 2 ETHEREAL FLYER
Treasure: None
Alignment: Always neutral A truly unique creature, seen only from afar in
Advancement: 6-8 HD (Huge) my own observations, for its environment is
always one of the deadliest radiation. Ethereal
The “doom harvester” is a species of nightmarish flyers are described by many desert tribals as the
mutant arachnid that is feared by all who know spirits of the Ancients, but this certainly must be
their name – or have seen them scrambling the most primitive superstition!
across the plains or dunes in their hungry, Through a spyglass these things can be seen to
scampering packs. hover, swoop, and literally float, chasing after
The doom harvester is some perverse mutation insects and other small flying creatures. Strange
of the diminutive harvest spider (the so-called polyps surrounding the creature like a web are
"daddy-long-legs"), grown to gigantic size actually photo luminescent glands that appear
(standing some five feet off the ground and effective in luring animal prey to the thing’s
having a leg-span of twelve to fifteen feet) as a mouth.
result of the world’s poisonous radiation. The
central body of the creature is also vastly Tiny Aberration
changed, bearing a tremendous maw complete Hit Dice: ½d8 (4 hp)
with rows of diamond-shaped teeth, two large Initiative: +10 (Dex)
eyes, and numerous whip-like polyps running the Speed: Fly 40 ft (perfect)
length of the back which shiver and shift like AC: 22 (+10 Dex, +2 size)
reeds in the wind. This bizarre body extends Attacks: Bite, +1 melee
down in the rear, curving back towards its front, Damage: Bite 1d4-1
ending in a wicked horn-like spike. Face/Reach: 2 ½ / 0 ft
Doom harvesters always travel in large packs. Special Qualities: Invisibility, blindsight
They attack anything on sight, moving swiftly in Saves: Fort +2, Ref +12, Will -2
a large pack towards the creature(s) with mouths Abilities: Str 8, Dex 30, Con 11, Int 2, Wis 2,
open, almost as if trawling the desert for prey to Cha 5
snatch up in their maws. Being drawn into the Skills: -
mouth of one of these creatures is almost always Feats: Flyby Attack, Lightning Reflexes

RPGObjects Page 19 Darwin’s World


Climate/Terrain: Any desert Blindsight (Ex): An ethereal flyer can
Organization: Solitary, brood (2-5), swarm (5- ascertain creatures by nonvisual means (mostly
20), or flotilla (20-40) hearing and scent, but also by noticing vibration
Challenge Rating: 1/2 and other environmental clues) with a range of
Treasure: None 100 feet.
Alignment: Always neutral
Advancement: 1-2 HD (Small)
FRAXX STEED
The “ethereal flyer” is a beautiful, if horrific,
example of the extent to which mutated life has A fabulous creature, bizarre in appearance and
become in the wasteland in its hottest spots of yet one of mutantkind’s best friends. The fraxx
radiation. A unique species, this beast floats has been a loyal beast of burden, mount, and
about on the slightest of winds, preying on small friend to many a traveler, myself included.
flying creatures and, if exceptionally hungry, Talons are used to catch the small prey the
larger land-borne prey like a leech. fraxx feeds upon; rabbits, squirrels, and rats. The
The ethereal flyer looks like an elongated spider-like head is a curious trademark of the
translucent “trumpet” that soars gracefully and creature, but its rather diminutive mandibles are
silently through the air. At one end is the vicious only used to rend flesh for consumption; the
circular lamprey-like mouth cavity, surrounded fraxx has no poison.
by a sensitive mane of bristles that monitor air
temperature, pressure, and current - vital to its Large Beast
ability to glide. From this spiral numerous thin Hit Dice: 3d10+9 (25 hp)
writhing tentacles, the tips of which glow like Initiative: +1 (Dex)
dancing fireflies (these are used to attract bugs Speed: 35 ft
and small flying creatures to the oncoming maw AC: 12 (+1 Dex, -1 size, +2 natural)
of the flyer; they cannot themselves attack). The Attacks: Claw, +5 melee
actual body, roughly vase-shaped, trails behind Damage: Claw 1d6+6
it, pulsing and contracting with each moment. Face/Reach: 5 ft x 10 ft / 5 ft
The spine of the creature forms the vase shape, Special Qualities: Sensitive
but is kept fluid, only becoming rigid to force Saves: Fort +6, Ref +6, Will -3
hydrogen (drawn in through the mouth and Abilities: Str 18, Dex 12, Con 17, Int 2, Wis 2,
extracted by a diaphragm behind the mouth) Cha 5
from a special "colon". Rigidity is maintained Skills: Listen +2, Sense Motive +2, Spot +2
because the spine/ribs are really veins, the high Feats: Alertness, Lightning Reflexes, Run
pressure of the blood keeping them rigid. By Climate/Terrain: Any temperate, warm, desert,
controlling the pressure the spines become fluid plains, or hill
once more until more hydrogen is expelled, Organization: Covey (2-5) or pack (5-20)
acting to channel the force in the needed Challenge Rating: 1
direction, keeping the thing eternally afloat in the Treasure: None
air. Alignment: Always neutral
Advancement: -
COMBAT
Ethereal flyers typically only hunt for creatures The fraxx steed is a common sight on the Eastern
their size or smaller, such as bugs, birds, etc. On Plains. A tall and curious creature that, despite its
rare occasions, however, flyers have been known bizarre appearance, is actually quite manageable,
to opportunistically feed on the weak or and frequently used by primitive peoples as a
wounded, especially if present in large numbers trustworthy (if flighty) mount.
(where they congregate in a whirling spiral to The fraxx looks something like a tall white or
feed en masse off a single large subject). pink ostrich; its legs ending in large black talon
Invisibility: Instead of illuminating itself to feet. A bumpy crest, spaced widely apart
attract prey, the flyer can purge itself of all photo between bumps, runs down its back and down a
luminescent cells to appear completely invisible. whipping lizard-like tail. Its neck, several feet in
It can do this at will as a free action. length, is shaggy with white fur, beginning in a
thick collar at the base and ending in a curious

RPGObjects Page 20 Darwin’s World


spider-like head at the top. Two large mandibles steed will get noticeably uneasy and (if not
(for rending the flesh of rabbits and other small controlled by a rider) flee the area if it makes a
prey, not humanoids), six large black eyes, and Sense Motive check (DC determined by the GM).
two sensory antennae sprout from this final
appendage. TRAINING A FRAXX STEED
Mutant communities commonly domesticate the Many desert communities employ fraxx steeds as
fraxx as a steed, for it can reach tremendous light and swift mounts, especially among cadres
speeds and can carry a lightly armored man on of scouts or outriders on the edge of friendly
its back with little difficulty. Although territory. Fraxx, if they can be caught, are
carnivorous, it seldom attacks humanoid prey, relatively easy to domesticate, requiring a
preferring the taste of rabbits or similar mutated successful Handle Animal check (DC 17 for a
versions to form the majority of its diet. Fraxx young fraxx, DC 20 for an adult). A fraxx can
steeds are popular as mounts, due to the lure of fight while carrying a rider, but the rider cannot
their soft fuzzy fur (which is more comfortable to also attack unless he or she succeeds at a Ride
ride on than a horse), and the soft bleating check (DC 12).
"squibble-dee" sound they make when mounted. Carrying Capacity: A light load for a fraxx
steed is up to 150 pounds; a medium load, 151-
COMBAT 300 pounds; a heavy load 301-450 pounds. A
Fraxx steeds are not violent creatures, and like fraxx can drag 2,250 pounds.
horses, will generally flee if threatened.
Sensitive (Ex): A fraxx steed has an innate
precognitive ability to sense life-threatening GHOUL
danger; this can take the form of coming
enemies, a sandstorm, radiated areas, or a It is with some loathing that I find myself writing
poisoned water source (just examples). A fraxx of these creatures, beings all travelers of the
Twisted Earth are no doubt familiar with.
Wretched things...
Ghouls often appear hunchbacked, or perhaps
simply a life of skulking in shadows has given
them a warped shape. They are roughly
humanoid, but their faces are a mask of mocking
and mercilessness.

Medium-size Humanoid
Hit Dice: 2d8 (9 hp)
Initiative: +0
Speed: 20 ft
AC: 10
Attacks: Bite, +1 melee, 2 Claws, +0 melee
Damage: Bite 1d4, Claws 1d4
Face/Reach: 5 ft / 5 ft
Special Qualities: Dark Vision
Saves: Fort +3, Ref +3, Will -1
Abilities: Str 11, Dex 10, Con 11, Int 11, Wis 8,
Cha 3
Skills: Listen +5, Spot +2
Feats: Alertness, Blind-Fight, Multiattack
Climate/Terrain: Any urban
Organization: Solitary, pair, gang (2-5), pack
(5-20), or mob (20-40)
Challenge Rating: 1
Treasure: Standard
Alignment: Always evil
Advancement: By character class

RPGObjects Page 21 Darwin’s World


Ghouls can come from Feral, Primitive, Resentful,
The term "ghoul" is used almost universally or Radical backgrounds.
throughout the radiated wasteland to refer to a
particularly hated breed of mutant humans that
are marked for devouring their own kind and the GRONT
flesh of other sentient life forms for sustenance.
Ghouls vary in appearance, but usually possess A truly ugly beast, the gront is nonetheless the
strange pallid features (due to their imbalanced favored war beast of many tribal cultures, from
diet) and luminous eyes (pink, white, or yellow in the Deserts of Nowhere all the way south to the
most cases) that cannot bear the burn of strong edges of the Far Desert.
illumination. It is because of their I have seen holodisks with creatures similar to
photosensitivity that ghouls are not as great a the gront portrayed before the Fall. They were
threat as they might be, for they are nocturnal called “hippopotamus”. Other beasts that seem
cannibals that rarely emerge during the day, and similar include wild boar, war ponies, and even
then only in the shelter of buildings or in sewer the largest dogs. It seems impossible to pin
tunnels where they can roam free, unseen. down a single ancestor of the gront.
Ghouls form into savage cannibal communities. Padded feet - a development seen in many
They are tricky hunters and prey - experts at desert creatures – permits the gront to retain its
blending into the terrain (especially in city ruins, footing even on tumultuous terrain.
where their tatty robes seem to blend in with the
rest of the decay perfectly). Some communities Large Beast
have standing bounties for ghouls. Others mount Hit Dice: 4d10+28 (50 hp)
organized campaigns against these wretched Initiative: +4 (Improved Initiative)
monsters to eradicate them from the area - such Speed: 30 ft
campaigns are seldom fully effective, as ghouls AC: 16 (-1 size, +7 natural)
prefer to melt away and remain unseen rather Attacks: Bite, +10 melee
than face the enemy in the open... Damage: Bite 1d8+10
Face/Reach: 5 ft x 10 ft / 5 ft
COMBAT Saves: Fort +11, Ref +4, Will +1
Ghouls (especially when in packs) prefer to Abilities: Str 25, Dex 11, Con 25, Int 2, Wis 2,
attack at night, first extinguishing a community’s Cha 10
light sources, then creeping up through sewer Skills: Balance +1, Climb +1, Jump +1, Move
grates, passages dug into cellars, or simply in Silently +2
massed charges over walls and through gates. Feats: Improved Initiative, Iron Will
Dark Vision: Ghouls have darkvision with a Climate/Terrain: Any temperate, warm, desert,
range of 60 feet and low-light vision. plains, or hill
Organization: Solitary or pair
GHOUL SOCIETY Challenge Rating: 4
Ghoul clans (or, more properly termed, “packs”) Treasure: None
are among the greatest dangers to the relatively Alignment: Always neutral
weak groups who congregate in the imaginary Advancement: 5-8 HD (Large)
safety of the old city ruins that dot the Twisted
Earth. Ghouls, thriving unchecked for generations The gront is a somewhat common war beast used
in the shadows of the great skyscrapers, often by primitive peoples across the wasteland, in a
amass in great numbers, feeding off of all manner not unlike war or hunting dogs.
neighboring people with cruel savagery. The origins of this well-known mutant beast are
Ghoul packs are typically led by a single leader, not really known, but it is generally believed they
usually the strongest specimen but sometimes were some kind of amphibious animal which was
the smartest and most cunning. forced to evolve to life on land to survive the
great drying up of the world after the Fall. The
GHOUL CHARACTERS gront is a large dog-like thing (generally the size
Those Ghouls that manage to rise above the rest of a large stocky horse), naked of fur and
learn to utilize sneak attack tactics and stealth, possessing thick fatty flesh almost identical to a
and thus the favored class for Ghouls is scav. warthog. Its head is remarkably ugly; an

RPGObjects Page 22 Darwin’s World


aggressiveness, and ability to walk
sure-footed on even the most
uneven terrain actually makes
them ideal in these roles.

COMBAT
Gronts are tough, mean, and
grumpy creatures that do not shun
combat, even if outnumbered or
faced with much larger opponents.
Padded Feet: Gronts have
developed special padded feet to
permit easy travel of sandy and
unstable ground. A gront receives
a +8 racial bonus to all Balance,
Jump, and Move Silently checks on
all terrain types.

TRAINING A GRONT
Various peoples of the wasteland
value gronts as war beasts and
guard animals. Training a gront to
recognize a master requires the
beast be willing, and the would-be
master pass a Handle Animal check
(DC 23 for a young gront, or DC 30
for an adult). A gront, used as a
steed, can fight with a rider, but
the rider cannot also attack unless
he succeeds at a Ride check (DC
12).
Carrying Capacity: Though
seldom used as steeds, a gront
may be ridden. A light load for a
gront is up to 75 pounds; a
extended vicious snout kept constantly drooling medium load, 76-50 pounds; and a heavy load,
by seemingly over-active saliva glands. Huge 151-225 pounds. A gront can drag 1,125
jagged tusks and gnashing molars sprout from pounds.
the gront's mouth; its eyes are curiously pink and
red. It has a short naked tail, but its sturdy
horse-like legs end in hirsute pads that spread HELIOGRYPH
out to displace the beast's weight on unsteady
surfaces - such as sand. This gives the gront Another of the most bizarre creatures I have ever
much better traction and control when running come across, heliogryphs are also among the
over sand dunes. most dangerous. Thankfully they seem reluctant
The gront is a notoriously ornery creature that to live anywhere but underground.
attacks furiously even at the mere approach of On examination, the creature proves quite
other creatures. Gronts even attack their own strange. Two inflated “globes”, attached to the
kind if this personal bubble is invaded. Despite main trunk, act as bellows to propel darts of acid-
this the gront is sought after by the people of the coated cartilage at the heliogryph’s intended
wasteland as a war creature, as these vicious prey.
things can be tamed with some rigorous training A singular huge mass (which I call the “flower”)
to act as guard animals, hunting beasts, and rests atop the creature’s head and inflates or
even light riding mounts. Their toughness, deflates to maintain altitude. Through some

RPGObjects Page 23 Darwin’s World


lighter than air gas produced by its metabolism, of tissue, like a gigantic mushroom-shaped brain.
the heliogryph is able to float about like a Two appendages stretch from this like fleshy
hummingbird. tubes, at the end of which hang pulsing bubbles
A mass of tentacles, almost like veiny drapery, of flesh that resemble giant balloons. At the
only seem to be useful in sucking up the beast's rear are a pair of broad fluttering insect
dissolved tissue of fallen prey. They lack the wings that propel it along.
strength to lash out or entangle like one might A special gland in the head (the “flower”)
expect. generates helium, filling this round cavity
Finally, large, moth-like wings located about allowing it to hover. The two rear wings flutter
the tail flutter with a haunting buzz. They propel like propellers, pushing the creature along as it
the floating ‘gryph about. moves. The tentacles, which at first seem like
legs, merely hang down a few inches above the
Large Aberration earth, groping for prey that unfortunately pass
Hit Dice: 4d8+12 (30 hp) beneath it.
Initiative: +1 (Dex) The two balloon-like organs at the end of the
Speed: Fly 30 ft. (good) creature's “arms” are in fact fleshy air bladders,
AC: 10 (-1 size, +1 Dex) which are inflated by a gland similar to the
Attacks: 2 acid darts, +3 ranged helium organ in the thing's brain. Here chunks of
Damage: Acid dart 2d6 special cartilage (grown inside the creature much
Face/Reach: 5 ft x 10 ft / 15 ft like a pearl) are spewed, coated in the thing's
Special Attacks: Acid gross acidic innards, which are propelled out of
Special Qualities: Blindsight the air bladder and at prey, much like a dart fired
Saves: Fort +4, Ref +2, Will +0 from an air gun. The cartilage darts are
Abilities: Str 19, Dex 13, Con 16, Int 2, Wis 2, composed of a hard chitinous organic matter that
Cha 5 is highly corrosive in nature, eating through flesh
Skills: - and tissue in seconds.
Feats: Point Blank Shot, Rapid Shot* The heliogryph is a totally mindless thing,
Climate/Terrain: Any desert, plains, and seeking only to prey on what it can dissolve;
underground floating over to suck it up through its many
Organization: Solitary or brood (2-5) tentacles. These voracious tentacles attack
Challenge Rating: 3 creatures drawn underneath the heliogryph,
Treasure: None though the thin straw-like openings are only
Alignment: Always neutral mildly serrated (they mainly suck, not bite).
Advancement: 5-7 HD (Large); 8-10 HD (Huge)
COMBAT
The heliogryph is among the most unique life The heliogryph attacks by firing volleys of
forms of the Twisted Earth. corrosive gelatin cartilage, in the form of small
The “heliogryph” is an awful thing that is known organic “projectiles”. The heliogryph can
to exist in the most radiated places of the world, generate up to forty darts every 24 hours.
in areas utterly devastated by the wars of the Acid (Ex): Once a heliogryph’s acid darts have
Ancients. Some legends describe them as a struck a target, they continue to eat away at the
particular danger to corium miners, for they are wounds they inflict. A target so hit suffers one
said to dwell in the radiated ruins of old molten point of damage per hit, per round, for six
reactors as well. consecutive rounds. A victim killed by multiple
The heliogryph looks like a mass of grayish acid wounds is dissolved, likely to be sucked up
flesh pulsing with animate life, huge chunky by the creature’s tentacles.
purple veins and twitching arteries running Blindsight (Ex): A heliogryph can ascertain
beneath the clear film of translucent mucus creatures by nonvisual means (mostly hearing
covering the entire form. This mass has a and scent, but also by noticing vibration and
collection of writhing fat tentacle growths other environmental clues) with a range of 100
sprouting from the body almost like legs, rising feet.
up to form a “trunk” pierced with three cyclops- Rapid Shot (Ex): *A heliogryph will generally
like eyes that blink and narrow with random only use this ability if faced with multiple
purpose. The “head” is a great “flowering” mass enemies.

RPGObjects Page 24 Darwin’s World


opponent is pinned - at which time its mouth
descends and begins to feed.
LURKING PANTHER The body of the lurking panther looks like a
largish black cat, with somewhat of a pronounced
Descended from the mountain lions and puma of "hump" (like a buffalo). Its rear paws are
the old American wilderness, the lurking panther particularly strong, allowing it to pounce on prey.
has had to evolve certain features to compete The front paws are equipped with ripping claws.
with the more dangerous predators of the world.
The lurking panther can remain in hiding while COMBAT
observing its prey, as it has developed an Lurking panthers use the same methods as their
elongated neck to peer around corners or feline ancestors to hunt – hiding, watching, and
through forest foliage. waiting.
Eyes on extendable stocks rise from the head, Improved Grab (Ex): To use this ability, the
allowing the panther even greater visibility, lurking panther must hit with its bite attack. If it
allowing it to keep its smallish body out of sight gets a hold, it can rake.
until it is sure its prey is caught unaware. Pounce (Ex): If a lurking panther leaps upon a
foe during the first round of combat, it can make
Medium-Size Animal a full attack even if it has already taken a move
Hit Dice: 3d8+6 (19 hp) action.
Initiative: +4 (Dex) Rake (Ex): A lurking panther that gets a hold
Speed: 40 ft, climb 20 ft can make two rake attacks (+6 melee) with its
AC: 17 (+4 Dex, +3 natural) hind legs for 1d3+1 damage each. If the panther
Attacks: Bite +6 melee; 2 claws +1 melee pounces on an opponent, it can also rake.
Damage: Bite 1d6+3; claw 1d3+1 Skills: A lurking panther’s elongated neck
Face/Reach: 5 ft by 5 ft / 5 ft permits it to hide perfectly and still watch its
Special Attacks: Pounce, improved grab, rake opponents. This gives it a +4 racial bonus on
1d3+1 Spot and Hide checks.
Special Qualities: Scent
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 16, Dex 19, Con 15, Int 2, Wis 12, MONSTROUS COCKROACH
Cha 6
Skills: Balance +12, Climb +11, Hide +13*, Various stories speak of gigantic mutant
Listen +6, Move Silently +9, Spot +10* specimens of this all too familiar pest. Reports of
Feats: Weapon Finesse (bite, claw) monstrous roaches reaching lengths of three to
Climate/Terrain: Any temperate and warm five feet are not uncommon among the world’s
forest necropoli.
Organization: Solitary or pair (2)
Challenge Rating: 3 Medium Vermin
Treasure: None Hit Dice: 2d8 (9 hp)
Alignment: Always neutral Initiative: +2 (Dex)
Advancement: 4-5 HD (Medium) Speed: 40 ft
AC: 15 (+2 Dex, +3 natural)
The lurking panther’s long spindly neck allows it Attacks: Bite +2 melee
to observe its prey's movements by placing the Damage: Bite 1d8+1
head high above, often among a tree’s branches Face/Reach: 5 ft by 5 ft / 5 ft
or poking through thick underbrush or sand; in Special Qualities: Malleable, scent, vermin
addition, its eyes sit on the end of pliable stalks, Saves: Fort +3, Ref +2, Will +0
which further allow it to conceal its body behind Abilities: Str 13, Dex 15, Con 10, Int -, Wis 10,
cover and still observe unseen. Cha 2
Only when it is sure it has surprise will the Skills: Hide +8, Move Silently +8, Spot +8
lurking panther pounce. It uses its considerable Feats: Weapon Finesse (bite)
body size to overpower its prey, tearing at it with Climate/Terrain: Any underground or ruins
its paws, keeping its head back until the Organization: Solitary, pair, bunch (2-5), nest
(5-20), school (2-40), or plague (40-60)

RPGObjects Page 25 Darwin’s World


Challenge Rating: 1
Treasure: None MUTAGON
Alignment: Always neutral
Advancement: 3-5 HD (Large), 6-8 HD (Huge) Though I have never personally seen a
“mutagon”, my dealings with the tribals of the
The Ancients once said that after a nuclear war, Far Desert have made me believe they likely do
the only thing left would be the cockroaches. exist. This entry is based upon numerous stories
While this was not completely accurate, and hunter’s tales describing the colossal
cockroaches did survive in far more vast numbers creature.
than any other form of life on the planet. Elements of dinosaur, crocodile, and
And now they’re mutated. hippopotamus seem to blend together to create
Though one might not expect it, cockroaches the ultimate nightmare of reptilian mutant.
are among nature’s most fantastic creations. Scales are uniformly black, and spines or horns
Prolific, robust, and survivable in even the most are often described as enhancing its formidable
extreme conditions, they are true survivors. prowess in battle.
Adaptable unlike any other species, they can Tribal warriors often claim the mutagon can
survive tremendous climatic changes, disasters, breathe gouts of flame, but this must certainly be
and upheavals of the food chain. a tall tale!
On the Twisted Earth, man’s disgust of
cockroaches has given way to a palpable fear of Huge Beast
much larger and more dangerous specimens said Hit Dice: 16d10+80 (168 hp)
to dwell in the old city ruins throughout the Initiative: +1 (Dex)
wasteland. Travelers to these forbidden Speed: 30 ft.
graveyards speak of mutant aberrations that AC: 30 (-2 size, +21 natural, +1 Dex)
grow to be as large as dogs or even people, living Attacks: Bite +18 melee
alongside countless millions of their smaller Damage: Bite 5d6+12
brethren in places no longer visited by man. In Face/Reach: 10 ft x 20 ft / 10 ft
some areas, it is said, the cockroaches are so Special Attacks: Breath weapon, improved
numerous that they create a seething, hissing, grab, swallow hole
black carpet that can stretch for a full city block Special Qualities: Burst of speed, night
or more. blindness
Saves: Fort +15, Ref +11, Will +7
COMBAT Abilities: Str 26, Dex 13, Con 21, Int 2, Wis 15,
Though these creatures tend to feed off of insects Cha 10
and other smaller creatures, their unchallenged Skills: Listen +10, Spot +10
authority in many urban areas often causes them Feats: -
to become bold – and an attack by these hideous Climate/Terrain: Any desert and plains
things is not an unknown occurrence. Giant Organization: Solitary or pair
mutant cockroaches attack in massed numbers Challenge Rating: 16
whenever possible, skittering towards and all Treasure: Standard
over their prey with amazing speed and ferocity. Alignment: Always neutral
No giant cockroach has been reported to be any Advancement: 17-22 HD (Huge)
larger than a pony or man.
Malleable (Ex): Cockroaches of all sizes are The fabled “mutagon” is a notorious dinosaur-like
able to fit into and move through spaces not mutant reptile that reigns supreme over most
normally suited for their bodies. A cockroach other life forms on the Twisted Earth.
may squeeze its form to pass through an area A purely predatory eating machine, the
one-half its actual size without penalty. mutagon looks like a humongous cross between a
Vermin: Immune to mind-influencing effects. crocodile and hippopotamus. It is, however, far
more complex and fascinating than a mere
crossbreed. The mutagon’s large blubbery body
is covered in fine black scales that generate
protein when subjected to natural light, giving
the creature near-constant energy throughout

RPGObjects Page 26 Darwin’s World


the day. Long horn-like spikes run the length
of its curved spiny back, and even jut from
the creature’s face to impale prey (as if to
prevent escape from its massive maw). The
head itself is the most horrendous part of the
mutagon, a giant engine of destruction. Huge
crunching jaws complete with rows of curved
teeth form the main weapon of the creature,
capable of breaking horses in a single bite.
Two pale baleful eyes sit on either side of the
head, but these seem almost vestigial when
the entire face is taken in at a first glance.
As if its appearance weren’t enough,
chlorphyll in the creature’s exterior scales
also produce oxygen, which is channeled
through sub dermal arteries to an interior
oxygen organ in the neck. This neck fuels a
magnificent fire-breathing organ in the
beast's throat, which is ignited by the clacking
of the thing's mighty jaw bone. When it
grinds its movable jaw, the oxygen being forced Improved Grab (Ex): To use this ability, the
through the throat ignites and shoots out in a mutagon must hit a Medium-size or smaller
brief jet of flame. opponent with its bite attack. If it gets a hold, it
It is no doubt that the mutagon is at the top of can attempt to swallow the foe.
the food chain, being larger than most other Night Blindness (Ex): As the mutation of the
creatures and certainly a voracious hunter. It is same name. Mutagon’s remain largely inactive
widely feared by humanoids in the wasteland for at night.
its tremendous size and strength. Swallow Whole (Ex): A mutagon can try to
The mutagon has a shrew-like appetite that swallow a Medium-size or smaller opponent by
forces it to continuously hunt; luckily for it, its making a successful grapple check. The
energy-generating scales permit it to be active swallowed creature takes 2d8+8 points of
throughout daylight hours. Its prey are mainly crushing damage per round plus 8 points of acid
beasts such as othydont, fraxx steeds, and damage from the mutagon’s gizzard. A
gronts, though it will certainly devour horses and swallowed creature can cut its way out by using
mutant humanoids if given the chance. claws or a Small or Tiny slashing weapon to deal
25 points of damage to the gizzard (AC 20).
COMBAT Once the creature exits, muscular action closes
The mutagon is an almost invincible machine of the hole; another swallowed opponent must
destruction, for its maw is capable not only of a again cut its own way out.
lethal bite, but also of swallowing smaller prey The mutagon’s gizzard can hold two Medium-
whole and generating a breath weapon of burning size, four Small, eight Tiny, sixteen Diminutive,
heat. or thirty-two Fine or smaller opponents.
Breath Weapon (Su): A mutagon can breath While the mutagon has an opponent in its
a cone of fire. This conforms roughly to the gizzard, it cannot use its breath weapon.
dimensions of a regular dragon cone (but only to
30 ft length). A mutagon’s breath inflicts 6d6
points of fire damage (DC 24; Reflex save for MUTANT BUG
half). Once used, a mutagon cannot breathe
again for 2d4 rounds. The typical mutant bug is something exceptional,
Burst Of Speed (Ex): Once every ten rounds even among the many mutant species of this
the mutagon can generate a tremendous burst of radiated world. If you ever come across one,
speed, increasing its ground movement to 60 ft note the enlarged insect head, the advanced
(base). development of the front limbs (into manipulative

RPGObjects Page 27 Darwin’s World


digits) – both indicative of the growing newer, tougher species of giant insect as
intelligence in these once-normal bugs. servitors and laborers, or developing weapons
Though largely vestigial due to evolution of its and artifacts from living tissue and organisms.
arms and brain, a mutant bug’s mandibles are Examples include living body armor that
still capable of inflicting a painful poison. regenerates to heal wounds, weapons that fire
parasitic projectiles, etc.
Medium-Size Humanoid Mutant bugs use the live bodies of captured
Hit Dice: 2d8+4 (13 hp) creatures to incubate their young, who after
Initiative: +2 (Dex) hatching devour the incapacitated victim from the
Speed: 30 ft, swim 10 ft, burrow 5 ft inside-out while still in the larval stage. This fact,
AC: 17 (+2 Dex, +5 natural) combined with their alien intelligence and
Attacks: Bite +3 melee; or any weapon +3 pseudo-culture, makes them an enemy to nearly
Damage: Bite 1d6+2; or by weapon all warm-blooded creatures.
Face/Reach: 5 ft x 5 ft / 5 ft
Special Attacks: Poison COMBAT
Special Qualities: Dark vision, hive mind, In combat mutant bugs are often armed with
tremorsense primitive weapons, even muskets, or even more
Saves: Fort +2, Ref +2, Will +2 advanced articles of a perverse biological
Abilities: Str 15, Dex 15, Con 15, Int 15, Wis creation.
15, Cha 9 Dark Vision (Ex): Mutant bugs have
Skills: Climb +3, Hide +3, Knowledge darkvision with a range of 60 feet and low-light
(technology) +2, Listen +7*, Move Silently +5, vision.
Spot +5*, Wilderness Lore +3 Hive Mind (Ex): Mutant bugs share a “hive
Feats: Alertness*, Blind-Fight mind” with members of the same species, as well
Climate/Terrain: Any as certain other mutant bugs employed as
Organization: Brood (2-5), nest (5-20), drove laborers, servants, or soldiers. If one is aware of
(20-40), or horde (40-60) danger, they all are. If one of them is not flat-
Challenge Rating: 1 footed, none of them are.
Treasure: None Poison (Ex): Mutant bugs confer a mild poison
Alignment: Always lawful evil with their bite; Fortitude save (DC 13), initial and
Advancement: By character class secondary damage 1d2 Dexterity.
Tremorsense (Ex): A mutant bug can
“Mutant bugs” resemble man-sized giant ants, automatically sense the location of anything
roaches, mantis, or locusts, but with some within 60 feet that is in contact with the ground
obvious changes. All true mutant bugs have a or water.
centaur-like appearance, with a head and torso,
two upper arms with opposable digits, and two to MUTANT BUG SOCIETY
three pairs of legs on the lower thorax. Their Mutant bugs are a threat to all the races of
color is as varied as human coloration, but mutantkind, for they alone appear truly prepared
greens, browns, and blacks are by far the most for the grim tasks of reforming the world in their
common hues. chosen way. Quick learners, in only a few
Though often viewed as little more than generations they have proven able to not only
gigantic mutant aberrations when encountered by unlock, but also reinvent, the technologies of the
man and mutant humanoids, mutant bugs are Ancients. But instead of dreaming of some lost
actually highly intelligent creatures, albeit of a way of life or lamenting their mutated forms,
kind not readily acceptable to common sentiment they are driven by a coldly efficient hive
and morality. In the ruins of the Necropolis (old mentality to dominate not only all the world, but
Los Angeles), it is said they even possess a all the creatures in it. To this end they willingly
thriving “hive” numbering nearly a thousand or accept their own individual deaths if it serves the
more. race, and genetically breed monstrous creations
In addition to being uncanny “mimics” of to better serve the hive.
existing technology (making exact replicas and Of all the races bred by these creatures,
working copies), mutant bugs are also said to be mutant bugs themselves are the least
masters of biogenetic development – breeding specialized, instead being equipped to deal with a

RPGObjects Page 28 Darwin’s World


wide variety of tasks. Mutant bugs bear the duty supposed origins among people who fled to the
of scientific development, examination, and urban sewers during the Fall to escape death by
advancement. Others, such as giant mutant fire – only to succumb to degeneration and
beetles, are used as heavy soldiers in war with mutation over the generations.
the more intelligent bugs in support. Whatever the truth, in appearance a night
terror appears to be an almost skeletal humanoid
MUTANT BUG CHARACTERS form, jet black in color (so dark as to look like it's
The favored class for Mutant Bugs is thinker, but glistening from head to toe in oil), with awful
they also have entire castes of aristocrats and green slime dripping from its mouth, nostrils, and
experts as well. Small numbers also serve as eyes. The touch of these creatures transmits
guardians, but the task of warfare and defense is part of their slimy form to the unwilling host,
usually relegated to slave and servitor species eating him alive with fiendishly-acidic properties.
(all manner of monstrous vermin). Players In fact, the night terror’s body is essentially just
making mutant bugs as characters may only a vehicle for the semi-intelligent slime that has
choose from Visionary Reinventor or Advanced consumed it within.
community backgrounds. During the day, these creatures become
weaker, losing much of their bodily consistency in
direct sunlight, slowly becoming thinner and
NIGHT TERROR thinner due to some extreme photosensitivity in
their cellular structure. Night terrors will attempt
A rather curious form of mutant life, most to flee to the cover of darkness if at all possible,
certainly controlled like a “puppet” by some semi- and if prevented will slowly wither and die.
intelligent slime being within the corpse itself.
Any part of the body visibly excreting slime COMBAT
should be avoided at all costs, due to the A night terror attacks by touching its opponent,
potentially lethal acidity of this strange ooze. transmitting ooze-like slime from its interior.
This slime is reconstituted once the victim is slain
Medium-Size Ooze and devoured.
Hit Dice: 2d10+10 (21 hp) Acid (Ex): The melee touch attack of a night
Initiative: +0 terror secrets a digestive acid that dissolves
Speed: 20 ft organic material and even metal. Any successful
AC: 16 (+6 natural) hit deals acid damage; 50 points of damage per
Attacks: Acid touch +2 melee round to wood or metal objects. Armor and
Damage: Acid touch 2d6 clothing dissolves immediately unless a Reflex
Special Attacks: Acid save (DC 19) is made. 20 points of damage is
Special Qualities: Blindsight, regeneration 3, dealt against stone per round of contact.
resistant, sensitivity A weapon that strikes a night terror, after doing
Face/Reach: 5 ft by 5 ft / 5 ft damage, will dissolve unless the wielder makes a
Saves: Fort +0, Ref +0, Will -3 Reflex save (DC 19).
Abilities: Str 12, Dex 10, Con 10, Int 4, Wis 4, Blindsight (Ex): A night terror’s entire body is
Cha 6 a primitive sensory organ that can ascertain prey
Skills: Hide +1, Listen +0, Move Silently +2 by scent and vibration within 60 feet.
Feats: - Ooze: As an ooze-type creature, night terrors
Climate/Terrain: Any ruin are immune to poison, sleep, paralysis, critical
Organization: Solitary or bunch (2-5) hits, and stunning. They may be flanked,
Challenge Rating: 4 however, and are not immune to mind-
Treasure: None influencing effects.
Alignment: Always neutral Regeneration (Ex): Fire deals normal damage
Advancement: - to a night terror. If a night terror loses a limb or
body part, the lost portion can be re-attached
These frightening mutant humanoids dwell instantly or regrows in 4d6 minutes.
underground during the day, only emerging Resistant (Ex): Due to its mostly liquid
under the cover of night. They exist only among interior, a night terror only suffers half damage
the ruins of cities, apparently due to their from piercing attacks.

RPGObjects Page 29 Darwin’s World


Sensitivity (Ex): A night terror suffers Certainly one of the most aberrant mutant life
damage from exposure to natural light. The forms in the wasteland, the othydont is a large
creature must make a Fortitude save (DC 30) or bison-like monster, naked except for a long
suffer 1d4 points of damage per round of bustling tail trailing behind it almost like a
exposure; even if it saves successfully, the raccoon. Though unprotected by thick fur,
creature suffers 1 point of damage and will shaggy flabs of fat and tough flesh hang from the
attempt to flee and hide from the light to prevent creature's exterior, protecting it from those
further deterioration of its form. quicker creatures that might maneuver to its
sides.
The othydont's head is a ghastly contraption
OTHYDONT designed for death - a giant vertical maw lined
with sharp ripping fangs that can tear a man’s
Few travelers of the wasteland are unaware of arm off with a single, powerful bite. Its small
the othydont, a quite common sight in herds yellowish eyes are protected in a peculiar manner
throughout the wastes. - they are suspended in the fatty tissue, and thus
The creature is a monster of destruction. sink in as if on a rubbery tether if gouged or
Unusual jaws, which run vertically (instead of clawed. Two huge flabs of flesh act as primitive
horizontally like almost all other forms of animal ears as well.
life), clamp shut like a colossal bear trap. The The othydont also has one other defense, one
othydont’s pasty hide is almost as pliant as that makes the creature particularly avoided by
rubber. Tribals report it is almost impossible to other predators. Huge pimple-like growths burst
kill with spears and javelins. through the shabby layer of flesh on the
The adult othydont is covered in huge “blisters” creature's hide, turning into enormous domed
(actually pustules) filled with an odorous fluid. cysts that constantly leak an acidic puss. Though
Apparently this is part of the creature’s defense certainly painful for the beast, when attacked
against pack hunters or large predators. these huge growths explode if punctured,
Unbelievably, some tribal folk are known to ejecting a nauseating fluid into the mouths and
cultivate othydont fluid for a kind of body paint, eyes of predators.
to protect their warriors in battle against many of The othydont usually attacks in a very simple
the desert’s other predatory beasts. manner, by locating a single target and rushing
it. It will bypass other potential prey while it
Large Beast seeks this target out, even to the point of
Hit Dice: 5D10+35 (63 hp) ignoring direct attacks against it (its fleshy hide
Initiative: +1 (Dex) and pus defense make it very capable of doing
Speed: 40 ft
AC: 20 (+1 Dex, -1 size, +10 natural)
Attacks: Bite, +9 melee
Damage: Bite 4d6+10
Face/Reach: 5 ft x 10 ft / 5 ft
Special Attacks: Improved grab, stampede
Special Qualities: Reactive hide, scent
Saves: Fort +11, Ref +5, Will +1
Abilities: Str 24, Dex 12, Con 24, Int 2, Wis
11, Cha 4
Skills: Listen +8, Spot +5
Feats: -
Climate/Terrain: Any desert and plains
Organization: Pair, family (2-5), or pack
(5-20)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large)

RPGObjects Page 30 Darwin’s World


this without worry). It will bite the prey and Special Attacks: Alkaline spittle, mind-affecting
clamp on, slowly moving its twin jaws up and spores, special growths
down to shred the prey to pieces. Saves: Fort +3, Ref +4, Will +2
The jawbones of the othydont are prized by the Abilities: Str 13, Dex 14, Con 12, Int 8, Wis 14,
savages of the Deserts of Nowhere region who Cha 8
use them as serrated "swords" in ritual combats Skills: Climb +2, Hide +4*, Listen +3, Move
to the death. They are most common in this Silently +3, Spot +3
region, their numbers drastically reduced in other Feats: -
areas. Climate/Terrain: Any underground
Organization: Pair, family (2-5), or pack (5-20)
COMBAT Challenge Rating: ½ (CR 3 for “spore-
The othydont is a relatively calm creature, but carriers”)
when disturbed proves to be enormously Treasure: Standard
powerful. Alignment: Always neutral
Improved Grab (Ex): To use this ability, the Advancement: By character class
othydont must hit a Medium-size or smaller
opponent with its bite attack. If it gets a hold, it These fascinating life forms are literally piles of
automatically inflicts bite damage on the pinned living, animate vegetation. “Plantmen” are
target until it relinquishes its hold. vaguely humanoid-shaped, but have bodies made
Reactive Hide (Ex): Any hit against an of shaggy vegetation and fungus instead of flesh
othydont has a 1 in 4 chance of rupturing a and blood, with long strands of loose "grass"
pustule on its hide, which emits a stream of comprising their outer hide. A withered, turnip-
nauseating fluid on everyone within a 10 ft. Cone shaped head with wide greenish or orange eyes
emanating from the side struck. All opponents and a stand of weed-like “hair” sit atop the head.
within the area must make a Fortitude save (DC Irregular patches of chlorophyll on their bodies
15) or become nauseated for 1d4 hours. give them an overall greenish coloration.
Stampede (Ex): An alarmed herd of othydonts It is unknown how such creatures came to be,
flee in a random direction (but always away from or how they can even exist in their current state,
a perceived source of danger). They literally run but it is likely they are a direct product of the
over anything of size Medium or smaller that gets same radiation that affects mutant animal life to
in their way, dealing 1d12 points of damage for the extremes seen throughout the Twisted Earth.
each five othydonts in the herd. A successful Even stranger is the fact that they possess a
Reflex save (DC 16) halves the damage. rudimentary form of primitive intelligence that
allows them to manipulate items such as spears,
axes, and basic objects.
PLANTMEN All plantmen are capable of emitting streams of
alkaline-based pasty to burn the flesh of organic
Plantmen are strange plant-like beings composed enemies.
primarily of what appears to be grass, fungus,
and lichen. COMBAT
A plantman has yet to be seen with (or at least Plantmen, though able to fight with spears,
reported as having) weapons more advanced javelins, and other primitive weapons, also
than the simplest stone axes and javelins. possess a number of innate or special abilities.
Alkaline Spittle (Ex): As a partial action, a
Medium-Size Plant plantman can spit a corrosive stream of alkaline
Hit Dice: 1d10+1 (7 hp) at one target as a ranged touch attack (up to 20’
Initiative: +2 (Dex) distant). On a successful hit, this attack form
Speed: 30 ft inflicts 2d4 points of corrosive damage. On a
AC: 12 (+2 Dex) critical hit of 19-20, this also indicates the target
Attacks: Shortspear +1 melee; or javelin +2 is blinded. The alkaline burns (and blindness)
ranged last until normally treated. This ability can be
Damage: Shortspear 1d8+1; javelin 1d6+1 used once per day.
Face/Reach: 5 ft by 5 ft / 5 ft Mind-Affecting Spores (Ex): Some special
plantmen, usually one per tribe, can emit

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powerful spores to affect living creatures that
pose a threat. Spores, unless otherwise noted PROBING WADDLER
under spell effect, only affect one target up to 30’
distant. These abilities can be used as a full- Hard to spot among the watery ruins of old
round action by such a specimen, reproducing tunnels and city sewers. Probing waddlers are
one of the following effects (creature’s choice) – squat and quite stealthy, making little sound as
dominate monster (once per day), confusion they crawl about in darkness.
(twice per day), calm animal, speak with plants, Beware the proboscis of the creature, for with a
or stinking cloud (these latter three abilities strong stab it can penetrate even thick armor,
limitless times per day). The DC of these abilities through the skull, to liquefy the brain.
is 13.
Plant (Ex): Immune to poison, paralysis, and Small Beast
stunning. Not subject to critical hits. Hit Dice: 5d10 (27 hp)
Skills: *The coloration of a plantman affords Initiative: +3
the creature a +8 racial bonus to Hide checks Speed: 20 ft
when in vegetated or overgrown surroundings. AC: 15 (+3 Dex, +1 size, +1 natural)
Special Growths: One out of every hundred Attacks: Probe, +8 melee
or so plantmen is born with the ability to produce Damage: Probe 1d8+6 and paralysis
special berries, growths, or fruit that can be Face/Reach: 5 ft x 5 ft
“picked” and used to benefit a living creature Special Qualities: Dark Vision, Paralysis,
(usually their own warriors). Typical effects of Intelligence Drain
such growths include – goodberry, delay poison, Saves: Fort +4, Ref +7, Will -3
cure light wounds, etc. Abilities: Str 18, Dex 17, Con 11, Int 2, Wis 2,
Cha 10
PLANTMEN SOCIETY Skills: Hide +7, Spot +1, Listen +1, Move
Plantmen generally congregate in insular "tribes" Silently +2, Swim +1
in moist and misty forest areas (or in hot moist Feats: -
underground caverns, ancient garbage dumps, Climate/Terrain: Any underground
etc), set far from centers of other habitation and Organization: Solitary or pair
generally secluded from sight. Alien in mentality Challenge Rating: 3
and motivations, it is apparent they are very Treasure: None
isolationist as well. Alignment: Always neutral
Larger and more intelligent plantmen are said Advancement: 6-7 HD (Medium-size)
to possess the ability to emit special spores, but
there will seldom be more than one or two of Probing waddlers are actually a monstrous
these “enhanced” plantmen in a given combination of man and insect.
community. Plantmen with these special spores These grotesque creatures are, thankfully,
often occupy revered positions in plantman uncommon though legend has it they dwell in
society, as “shamen” or “chiefs”. It is not large numbers in great cool caverns and
uncommon to find a tribe of these folk who complexes beneath many cities, preying on other
cultivate other forms of vegetable/fungus life to subterranean prey.
act as guardians, pets, or surrogates for certain The creature gets its name from two sources,
roles. Examples include oozes for war animals, the first being its waddle. As it walks on four thin
or shriekers/violet fungi to guard certain legs (ending in child-like hands), the creature
approaches to their lairs. waddles about with some difficulty supporting its
rather large girth. The second part of the
PLANTMAN CHARACTERS creature's name comes from the long extendable
Xenophobic and afraid of the influence of trunk (or proboscis) that emerges from a vagina-
outsiders, plantmen favor the protective guardian like opening in the creature's facial exterior. This
class (their favored class). Plantman characters "probe" is used to sink into the flesh of
may only come from Primitive or Resentful unsuspecting or disabled prey and drain its body
backgrounds. fluids - on which the probing waddler feeds.
The eyes of the probing waddler, large and
insect-like, are valued as priceless jewelry in

RPGObjects Page 32 Darwin’s World


jellified and sucked out. As with all ability
score loss, the effect is doubled on a critical hit
with its proboscis. The waddler is also healed
5 points for each round of draining (10 on a
critical hit).

PROX BEAST
One cannot say with any confidence what,
exactly, these creatures evolved from.
Apparently they exist only on the outskirts of
the radiated Purple Desert.
Weird antennae growing abruptly from the
creature’s body appear to allow it “see” in all
directions. The segmented body indicates an
ability to digest numerous victims at the same
time. Stories have been told of humanoid
remains being found in the bellies of a prox, so
it seems they are indeed man-eaters.

Large Beast
Hit Dice: 2d10+6 (17 hp)
Initiative: +1 (Dex)
Speed: 30 ft
AC: 13 (-1 size, +1 Dex, +3 natural)
Attacks: Bite, +4 melee, 2 hooves +2 melee
Damage: Bite 1d8+4, Hooves 1d4+2
Face/Reach: 5 ft x 10 ft / 5 ft
Special Attacks: Improved grab
Special Qualities: Aware, blindsight, swallow
some communities, for once hollowed out make whole
perfect spherical adornments of a deep azure or Saves: Fort +6, Ref +4, Will -1
glittering black. Abilities: Str 19, Dex 12, Con 17, Int 3, Wis 8,
Cha 10
COMBAT Skills: Listen +5, Spot +2
The waddler attacks with its proboscis, which Feats: Alertness, Multiattack
slips into the skull of its opponent. Once the Climate/Terrain: Any
victim is subdued the probing waddler sucks up Organization: Solitary or pair
its mushy brains through this elongated Challenge Rating: 2
implement. Treasure: None
Dark Vision (Ex): Probing waddlers have Alignment: Always neutral
darkvision with a range of 60 feet and low-light Advancement: 3-5 HD (Large)
vision.
Paralysis (Ex): When a waddler attacks with The prox beast is a gross combination of hog,
its proboscis, a successful hit causes paralysis in horse, and lamprey. They are rare, only seen
a victim if a Fortitude save (DC 18) is failed. This now and again along the fringes of the Purple
paralysis remains until the waddler is done Desert.
feeding or is interrupted, in which case it The prox beast has the slick fleshy body of a
withdraws its proboscis and the victim is free. gigantic hog, with the hoofed legs of a horse (the
Intelligence Drain (Ex): When a waddler rear legs look a little more like those of a bull). A
attacks with its proboscis, a successful hit causes ridge of bumpy spinal protrusions run the length
a loss of 1d4 points of permanent Intelligence of the brox's back, while the head - a giant trunk
(no save), due to the brain of the victim being of thick shaggy muscle - extends out only so far

RPGObjects Page 33 Darwin’s World


before tapering to a giant lamprey-like fanged
maw. A long "organ tongue", oozing with vile PURPLE ANGLER
saliva, drops from the mouth and hovers in the
air, acting as an olfactory probe (i.e. it smells). A particularly insidious creature, the purple
Antenna with tiny crab-like eyes rise from above angler hides beneath the sand with only its lure
the mouth, while an additional pair rises from above the surface.
above the rump. These latter, however, are not The lure can be seen up to a mile away at
eyes, but actually ultra-sensitive hydrogen-filled night, drawing animals and even curious men
membranes that detect the slightest vibration. from afar to investigate. The huge mouth is able
The prox generally attacks creatures its size or to swallow hole the largest prey for digestion.
larger with its sucker-like mouth, ripping flesh
with each motion of its circular jaws, drinking Huge Beast
minced flesh and blood for sustenance. It can Hit Dice: 8d10+40 (84 hp)
also kick powerfully with its forelegs against Initiative: +4 (Improved Initiative)
resisting prey. Smaller creatures may simply be Speed: 10 ft, burrow 10 ft
swallowed whole by the voracious beast, and a AC: 11 (-2 size, +3 natural)
special segmented rib cage (separated into three Attacks: Bite +12 melee
separate cavities) allow it to consume a number Damage: Bite 2d6+12
of creatures at one time in the manner for later Face/Reach: 10 ft x 20 ft / 10 ft
digestion. Special Attacks: Improved grab, lure, swallow
The prox can sense motion around it through hole
the sensors on its rear quarters, and is a Special Qualities: Tremorsense
voracious killer. Saves: Fort +11, Ref +6, Will +2
Abilities: Str 26, Dex 10, Con 21, Int 2, Wis 10,
COMBAT Cha 5
The prox attacks with its gaping maw, attempting Skills: Listen +5, Spot +5
to swallow smaller targets and avoiding larger Feats: Improved Initiative
prey. Climate/Terrain: Any desert and plains
Aware (Ex): A prox beast cannot be flanked. Organization: Solitary
Blindsight (Ex): A prox beast can ascertain Challenge Rating: 7
creatures by nonvisual means (mostly hearing Treasure: Standard
and scent, but also by noticing vibration and Alignment: Always neutral
other environmental clues) with a range of 40 Advancement: 9-11 HD (Huge); 12-15 HD
feet. (Gargantuan)
Improved Grab (Ex): To use this ability, the
prox beast must hit a Medium-size or smaller The hideous “purple angler” gets its name not
opponent with its bite attack. If it gets a hold, it from its body coloration, but the weirdly-mutated
automatically inflicts bite damage on the pinned desert from which it comes - the infamous Purple
target until it relinquishes its hold. Desert (once the industrial heartland of America,
Swallow Whole (Ex): A prox can try to now a radiated desert of shifting glowing sands).
swallow a Small-size of smaller opponent by The creature looks like a giant fleshy toad, half-
making a successful grapple check. The immersed in the sand, supporting its huge
swallowed creature takes 1d8+4 points of blubbery girth with four squat legs. The massive
crushing damage per round plus 4 points of acid head (which makes up more than half the body)
damage from the prox’s gizzard. A swallowed is composed entirely of mouth, with rings of
creature can cut its way out by using claws or a needle-sharp teeth. Above this sit trumpet-like
Small or Tiny slashing weapon to deal 10 points nostrils (like a moray), behind these sitting two
of damage to the gizzard (AC 20). Once the lethargic and near-blind eyes.
creature exits, muscular action closes the hole; The purple angler's back and long string-like
another swallowed opponent must again cut its tail (which is always trailing behind it, often
own way out. buried beneath the sand) are covered in motion
The prox beast’s gizzard can hold two Small, sensing polyps, which can detect even the
four Tiny, eight Diminutive, or sixteen Fine or slightest movement in the sand or in the nearby
smaller opponents.

RPGObjects Page 34 Darwin’s World


air, allowing it to sense prey despite its optical A cluster of eyes – usually anywhere from two
disabilities. to four – run the length of the ratbite’s odd torso.
Finally, the purple angler has a long limb The arms serve both as manipulative
extending from atop the head to dangle just a appendages as well as the ratbite’s sole means of
few feet in front of its giant maw, which is locomotion.
equipped with a special photo luminescent lure.
This lure emits a steady glow that attracts less Small Aberration
intelligent creatures and allow the purple angler Hit Dice: 1d8 (4 hp)
to draw them towards its deadly jaws. Initiative: +3 (Dex)
Speed: 20 ft
COMBAT AC: 14 (+1 size, +3 Dex)
The purple angler attacks by lunging at prey Attacks: Bite, +1 melee, claw, +1 melee
attracted to its shimmering lure. Damage: Bite 1d6-1, claw 1d3
Dark Vision (Ex): Purple anglers have Face/Reach: 5 ft x 5 ft / 5 ft
darkvision with a range of 60 feet and low-light Special Qualities: Dark vision, stampede
vision. Saves: Fort +0, Ref +3, Will -2
Improved Grab (Ex): To use this ability, the Abilities: Str 7, Dex 17, Con 11, Int 2, Wis 2,
purple angler must hit a Medium-size or smaller Cha 5
opponent with its bite attack. If it gets a hold, it Skills: Balance +1, Jump +1, Move Silently +1
can to swallow the foe. Feats: Run
Lure (Ex): The angler has an appendage that Climate/Terrain: Any underground
it can cause to glow; creatures with an Organization: Nest (5-20) or band (20-40)
Intelligence of 3 or less that spot the lure must Challenge Rating: 1/3
make a Will save (DC 12) or be hypnotically Treasure: None
drawn to the angler. The charm is broken only Alignment: Always neutral
after the angler attacks. Advancement: 2 HD (Small)
Swallow Whole (Ex): An angler can try to
swallow a Medium-size of smaller opponent by Ratbites are common mutant creatures that dwell
making a successful grapple check. The primarily in dark subterranean tunnels and
swallowed creature takes 2d8+8 points of caverns beneath the earth, generally where ever
crushing damage per round plus 8 points of acid refuse and moisture accumulate to make an ideal
damage from the angler’s gizzard. A swallowed "atmosphere" for the beings. Sewers are
creature can cut its way out by using claws or a perfectly suited to their tastes, especially those
Small or Tiny slashing weapon to deal 25 points with labyrinthine passages that allow them to
of damage to the gizzard (AC 20). Once the sneak around in relative secrecy.
creature exits, muscular action closes the hole; Ratbites appear to be short (three feet tall at
another swallowed opponent must again cut its most) mutant monstrosities, consisting of a fat
own way out. fleshy central "trunk", from which sprouts two
The purple angler’s gizzard can hold two sinewy human-like "arms" that support the
Medium-size, four Small, eight Tiny, sixteen creature as it hops about. These arms end in
Diminutive, or thirty-two Fine or smaller three-fingered paws; they have no thumbs, and
opponents. are thus incapable of keen manipulation. The
Tremorsense (Ex): An angler can main trunk itself is composed mainly of the
automatically sense the location of anything ratbites' serrated maw, as well as two or three
within 60 feet that is in contact with the ground. white or yellowish eyes running vertically above
the eager, chattering mouth.
Ratbites are highly social creatures that thrive
RATBITE much like ants or other organized life forms,
forming communities in their respective niche (in
These little nasties appear to be quite an general, damp and refuse-ridden sewers in which
infestation among the sewers of the old cities. they can move about and hide without being
Ruin-pickers often speak of being driven out of noticed by more dominant life forms). They are
the best hiding places by hordes of these bizarre vicious creatures despite their short size, and
vermin. very cunning as well. In most ratbite encounters,

RPGObjects Page 35 Darwin’s World


COMBAT
Seldom will a ratbite attack alone,
instead preferring to scuttle away
and warn the rest of its pack with
whistles and barks. Only then will
the ratbite herd gather to fight,
surrounding prey, swarming them,
or goading them into areas of even
greater danger.
Dark Vision (Ex): Ratbites have
darkvision with a range of 60 feet
and low-light vision.
Stampede (Ex): Ratbites can
attack by swarming, usually only
doing so when in large numbers.
They literally run over anything of
Medium-size or smaller that gets in
their way, dealing 1 point of
damage for each five ratbites in
the herd. A successful Reflex save
(DC 16) negates the damage.

RAVENING HOUND
These ghoulish predators are
clearly directly descended from the
canines of the pre-Fall world.
Gaping mouth, cyst-clouded
eyes, and jagged fangs; they
suffer from many of the same
painful mutations evidenced
among men.

Medium-Size Animal
Hit Dice: 2d8+4 (13 hp)
a single ratbite will be encountered (actually just Initiative: +1 (Dex)
a forward scout), which will come very near the Speed: 35 ft
opponent and examine it, hopping about it and AC: 14 (+1 Dex, +3 natural)
summing it up with a series of curious grunts and Attacks: Bite +3 melee
chirps. The ratbite then mysteriously pulls away Damage: Bite 1d6+3
and the encounter apparently ends. Face/Reach: 5 ft by 5 ft / 5 ft
As the opponent moves on, the ratbites return Special Qualities: Pack boldness, pack
in force (usually their whole number, though mentality, scent
young seldom participate) and attack viciously, Saves: Fort +5, Ref +4, Will +1
tearing at the transgressor with their razor-sharp Abilities: Str 15, Dex 12, Con 15, Int 2, Wis 12,
teeth and beating it with their padded legs - one Cha 6
leg supporting it like a flamingo while the other Skills: Listen +5, Move Silently +4, Spot +5,
tears at the victim's flesh. Ratbites are Wilderness Lore +1*
carnivorous, generally hunting true rats and Feats: -
other small prey, but metabolize at a high rate - Climate/Terrain: Any desert, plains, forest,
any large prey being felled would certainly be hill, mountains, marsh, underground, or ruin
used as food on the spot. Organization: Gang (2-5) or pack (5-20)
Challenge Rating: 1

RPGObjects Page 36 Darwin’s World


Treasure: None man as “ravening hounds”.
Alignment: Always neutral No one is sure if ravening hounds are a breed
Advancement: 3-5 HD (Medium-size); 6-8 HD of their own, or if they are cast-out members of
(Large) wild packs in the desert wilderness. It is
conceivable that, at birth, relatively healthy
Sickly, malnourished, and ghastly in appearance, animals will drive off those bearing the sickly
ravening hounds are a well known danger – and traits and cannibal hunger of this sub-species,
nightmare – in the wasteland. leaving them to fend for themselves – and
Ravening hounds are, as best as anyone can eventually find others of a kind – on their own.
tell, the poor cast-out descendants of the dogs, Ravening hounds are especially dangerous to
coyotes, and wolves of the Twisted Earth. Like small parties and lone wanderers in the desert,
mankind, the canine suffered too from the where they often congregate in violent, savage
nuclear wars of the Fall, leaving a legacy of packs to hunt. They are also known to
dying, bestial brood known to post-apocalyptic congregate in city ruins as well, their tortured,
pitiful howls calling through the
urban ashes for a release from
their hell of tormented “half-
life”.
Ravening hounds look like
dogs, coyotes, or even wolves,
but badly mutated. Fur, and
even skin, has sloughed off on
parts of the body, leaving only
wet tumored musculature
beneath. Ague in the bones has
left huge bumps and misshapen
limbs forcing the creature to
walk with a pained limp. Eyes
have almost universally clouded
over with cysts by maturity, yet
remarkably glow with a subtle
green radiance by night. Their
sense of smell is quite keen,
permitting them to track prey
even from a great distance.
These creatures are known
especially for their savage thirst
for blood and hunger for flesh.
When a pack congregates for the
hunt, they become truly
relentless pursuers.

COMBAT
Ravening hounds attack in the
manner of dogs, hounding their
prey, probing for weakness,
before moving in for the kill.
Biting is their primary form of
attack.
Pack Boldness (Ex): In
groups of three or more,
ravening hounds become
immune to fear, even fear
created by neural effects.

RPGObjects Page 37 Darwin’s World


Pack Mentality (Ex): In groups of three or This species of mutants (almost legendary in
more, ravening hounds act as one. The highest some places as a kind of "boogie-men") inhabit
initiative roll is used for all hounds in a pack. dark subterranean caves and tunnels beneath the
Skills: *Ravening hounds receive a +4 bonus desert. They are called “sandmen” because they
to Wilderness Lore checks when tracking by are expert burrowers, hollowing out vast lairs
scent. beneath the ground in which they dwell.
Sandmen look something like normal humans,
but with long white hair and blue or gray skin.
SANDMAN Very primitive (having been cut off from the rest
of mutantkind for generations), they are a
A nightmare in more ways than one to the people degenerate race that lives little better than
of the wasteland, the sandman is a degenerate ancient cavemen, using clubs and flint spears
human being driven beneath the desert surface rather than firearms and the like. Many consider
by more powerful predators. them an offshoot of ghouls.
Sandmen are photosensitive, thus the pale Sandmen are photosensitive due to their
white eyes and withered,
troglodilian features. Hair is
usually long, white, and pale,
filthy and flecked with rubbish.
Since they subsist on the flesh
of surface-dwellers, they appear
to have developed jagged claws
and wickedly shaped teeth. A
sandman closing in on its victim,
with mouth looming open and
claws extended, is a truly horrific
sight to witness.

Medium-size Humanoid
Hit Dice: 2d8 (9 hp)
Initiative: +0
Speed: 30 ft, burrow 10 ft
AC: 10
Attacks: Bite, +1 melee, 2
Claws, +0 melee
Damage: Bite 1d4, Claws 1d3
Face/Reach: 5 ft x 5 ft / 5 ft
Special Qualities:
Photosensitive, tremorsense
Saves: Fort +3, Ref +3, Will +1
Abilities: Str 11, Dex 10, Con
11, Int 11, Wis 12, Cha 3
Skills: Listen +7
Feats: Alertness, Blind-Fight,
Multiattack
Climate/Terrain: Any
underground
Organization: Pack (5-20) or
mob (20-40)
Challenge Rating: 1
Treasure: Standard
Alignment: Always evil
Advancement: By character
class

RPGObjects Page 38 Darwin’s World


prolonged existence underground, and shun the
surface world - they will never emerge (unless SCREAMER
their is virtually no hope of remaining
underground), though in some cases they may The wilderness tales of “screamers” are not mere
do so to snatch prey. Sandmen are quite adept myths, for I have seen them myself.
at devising special lures or trapdoors (just like a Apparently these are long-dead corpses
trapdoor spider); when a victim approaches the animated by some unknown phenomenon of
door, the sandmen waiting lunge out and grab it, radiation. The glow surrounding them is almost
dragging it down to be consumed or ravaged. blinding, visible for hundreds of feet.
Screamers are best known for the eerie “wail”
COMBAT they emit from their permanently open mouths.
Sandmen attack in large groups, usually by Though sometimes mistaken for the wind, if this
setting traps in the desert, such as sinkholes to cry is so much as heard in the distance, it is best
suck unwary passerby down, which lead to their to flee than to find out its actual origin.
subterranean lairs.
Photosensitive (Ex): Sandmen are Medium-size Undead
susceptible to bright lights and strong Hit Dice: 4d12 (26 hp)
illumination (including torches), and must make a Initiative: -2 (Dex)
Will save (DC 12) or be forced to flee from the Speed: 15 ft
light source. A direct flash against a sandman AC: 8 (-2 Dex)
(e.g. from a dazzle rifle) will effectively blind the Attacks: Claw, +4 melee
sandman without a save. Damage: Claw 1d3+1
Tremorsense (Ex): A sandman can Face/Reach: 5 ft / 5 ft
automatically sense the location of anything Special Attacks: Burns, radiation
within 60 feet that is in contact with the ground. Special Qualities: Glow, no vitals, undead
Saves: Fort -, Ref +4, Will +0
SANDMEN SOCIETY Abilities: Str 12, Dex 6, Con -, Int 2, Wis 2, Cha
To the people of various desert regions, there is 2
no greater fear than the sandmen. While the Skills: Listen +2, Spot +2
open desert, with its wide dunes and clear plains, Feats: Alertness, Blind-Fight
appears to the untrained eye to be safe with Climate/Terrain: Any
plenty of warning, those from the wasteland Organization: Solitary, pair, or bunch (2-5)
know better. For beneath the sands potentially Challenge Rating: 5
lie the burrows and unseen warrens of the Treasure: None
sandmen, who work ever-steadily to snatch the Alignment: Always neutral
people of the surface for their next meal. Advancement: -
Sandmen are known to form into large clans
and tribes, often dwelling in a central cavern The presence of a screamer is always foretold by
deep beneath the earth where they keep their the telltale green glow surrounding it, and the
women and children; these latter often being tortured moans and screams emitted from its
responsible for preparing “food” for communal gaping mouth.
meals. Males busy themselves regularly with These nightmarish creatures are feared
excavating new tunnels, maintaining existing throughout the wasteland, though luckily they
passages, scouting out the surface world by are few and far between. Screamers were once
night, and luring potential prey into ambushes for human beings, horribly mutated and impregnated
the good of the entire sandman community. with massive doses of radiation. Through some
unknown process, screamers arise after death to
SANDMAN CHARACTERS shamble about in the night, in search of living
A sandman’s favored class is warrior, though at flesh to consume or ravage with their burning,
least a handful out of every tribe will advance as radiated touch. Screamers are incredibly difficult
guardians (with all the respective abilities to to kill, as to touch them (or to be touched by
protect their community). Sandmen may only them) causes terrible burns and certain radiation
come from Feral or Primitive backgrounds. poisoning.
No one likes to fight screamers. No one.

RPGObjects Page 39 Darwin’s World


AC: 12 (+2 Dex)
COMBAT Attacks: Falchion +4 melee, javelin +4 ranged
Screamers will generally be impregnated with Damage: Falchion 2d4+2, javelin 1d6+2
radiation, which they emit through radioactive Special Attacks: Neural blast, neural fear
emissions to burn opponents in hand-to-hand Special Qualities: Neural telepathy
contact. Face/Reach: 5 ft by 5 ft / 5 ft
Burns (Ex): Any hit by a screamer’s claws Saves: Fort +5, Ref +3, Will +3
causes intense burning and welting due to the Abilities: Str 14, Dex 14, Con 14, Int 10, Wis
creature’s abnormal body temperature. In 10, Cha 10
addition to normal damage, a hit will also incur Skills: Climb +3, Concentration +4, Hide +5*,
1d6 points of heat damage on a successful hit. Jump +3, Listen +1, Move Silently +3, Spot +1,
Glow (Su): A screamer emits a powerful, tell- Wilderness Lore +6*
tale glow and moan that automatically alerts Feats: Improved Initiative
opponents whenever the creature comes within Climate/Terrain: Any hill, mountains, and
100’. desert
No Vitals (Ex): Shots against a screamer must Organization: Pair, company (2-5), or patrol (5-
do more than hit vital areas, since the creature 20)
isn’t alive to feel it. As a result, a screamer is Challenge Rating: 3
immune to criticals and sneak attacks. They also Treasure: Standard
have a damage reduction of 5. Alignment: Usually chaotic neutral
Radiation (Ex): On a successful melee hit, in Advancement: By character class
addition to physical damage the screamer
impregnates its opponent with lethal gamma Little is known of these mysterious desert people,
radiation; 10D10 Rads per successful strike. known as “shadows” for their uncanny ability to
Undead: Screamers are essentially undead, disappear into the terrain of sand dunes, canyon
and thus are immune to poison, sleep, paralysis, cliffs, and mountains that ring the monumental
stunning, disease, death effects, and mind- regions of the Trader Pass and Big Hole.
affecting phenomena. Likewise, screamers are Shadow people appear to be a separate race of
immune to critical hits, subdual damage, ability degenerate human, vastly more primitive than
damage/drain, and are immune to anything even the savage humanoid tribals of the
requiring a Fortitude saving throw. wasteland. Stories say they live in secretive and
isolated villages in the mountains, in caves or
even among the ruins of old Pueblo dwellings in
SHADOW PEOPLE long forgotten gorge country, but the truth of this
cannot be easily discerned. It is known that they
I have seen these shadowy people only from a travel in small bands wherever they go, seldom
great distance. Primitive weaponry adorns the making contact with others unless their need is
shadow hunter. I wonder if they are capable of great; raids against small or weakened caravans
far more, given time and the tools? or lone travelers are rare but not unknown,
A hood, with some kind of mask or breathing however. When they attack, shadows appear to
screen always covers the face. Such is the case want only food, water, and mounts.
with all close encounters with this mysterious Shadows appear as tall lanky humans, almost
people. Their true appearance is open to anemically thin. Skin is dusky, almost sandy in
speculation. color, mottled with dark freckles. Eyes are a
A sureness of stride among the jagged rocks, curious pale green, however, flecked white. It is
canyons, and cliff country suggests a familiarity said staring into the haunting mutant eyes of a
with the treacherous desert environment unlike shadow is sure to bring a quick death in a matter
that seen by even the most backwards tribal. of hours, but this is almost certainly a legend
They are truly people of the sands. concocted by the tribals of the low country.
Shadows generally wear long cloaks to cover
Medium-Size Humanoid their bodies, with hoods and sinister scarves to
Hit Dice: 3d8+6 (19 hp) draw over their faces to protect against the
Initiative: +6 (Dex, Improved Initiative) harsher elements. These long bedouin-style
Speed: 30 ft

RPGObjects Page 40 Darwin’s World


robes permit them to keep their large primitive to great effect when coordinating attacks and
weapons concealed until needed. ambushes in total silence.
Skills: *Shadow people receive a +4 racial
COMBAT bonus to Hide and Wilderness Lore skill rolls.
Shadows are capable of normal physical attacks,
but their true strength lies in their battery of SHADOW PEOPLE SOCIETY
mental mutations. Obscure legends among the insular Far Traders
Neural Blast (Ex): As the mutation of the speak of cautious observations of these mythical
same name. The Will DC to resist is 13. people, legends that say they are a race
Neural Fear (Ex): As the mutation of the consumed by strange traditions and
same name. The Will DC to resist is 13. superstitions, with beliefs in magic and a practice
Neural Telepathy (Ex): As the mutation of of mentalism among all ranks of their primitive
the same name. Shadow people use this ability society. More powerful members of their
clannish tribes are claimed to
have gained greater mastery
of the mind, possessing
telekinetic abilities and even
the alleged ability of
prophecy.
Shadow people speak no
known language (all
communication is done
through telepathy).

SHADOW PEOPLE
CHARACTERS
The favored class for the
elusive shadow people is
guardian. They do have
specialized “castes” for
commoners and experts also,
but these are seldom seen
outside the boundaries of their
hidden villages. Characters of
this type may come from Feral
or Primitive communities only.

SLIME MOLE
Covered in a thick phlegm-like
“ooze”, the creature glistens
with obscene body
movements. The stench
produced by this ooze is
reportedly quite poisonous.
The creature drags itself
along on two powerful arms.
Its other appendages seem to
have no real purpose. Two
enormous eyes adorning the
beast appear to be utterly
blind.

RPGObjects Page 41 Darwin’s World


Large Beast
Hit Dice: 6d10+18 (51 hp)
Initiative: +0
Speed: 10 ft
AC: 12 (-1 size, +3 natural)
Attacks: Bite, +8 melee
Damage: Bite 2d8+6
Face/Reach: 5 ft x 10 ft / 5 ft
Special Qualities: Accelerated
white blood cell activity, dark
vision, stench
Saves: Fort +8, Ref +5, Will +2
Abilities: Str 19, Dex 10, Con
16, Int 6, Wis 11, Cha 11
Skills: Hide +3, Listen +8, Spot
+5
Feats: Blind-Fight
Climate/Terrain: Any
underground
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Always neutral
Advancement: 7-9 HD (Large);
10-14 HD (Huge)

The “slime mole” is a grotesque


creature that dwells in
subterranean areas away from
the light, for it is sensitive to the
sun's damaging rays. Its naked
form is fragile and pink, despite
its size, bearing only short tufts
of coarse hair and sporting many rubbery warts. attack. When it does, its attacks are usually
The slime mole gets its name from its mole-like blunt and brutal, as it uses the brunt of its
head and the sheen of clear yolk-like ooze that massive girth and its huge jagged teeth to crush
coats its body. Two large white eyes (utterly and tear.
blind to visual light) are set into the putrid flesh
of the face, while two huge “arms” support its COMBAT
weight and drag it along wherever it goes. The slime mole generally attempts to attack by
Behind it twitch and writhe two fat, useless surprise, either through hiding and waiting for
tentacles, while a second pair of undeveloped prey, or burying itself in debris to explode out in
arms rise from the back, writhing slowly and a lunge-attack.
methodically with some unknown purpose. Accelerated White Blood Cell Activity (Ex):
Slime moles are carnivorous beasts with a keen As the mutation of the same name. Fast healing
sense of smell and the ability to see into the 5.
ultraviolet spectrum. Due to their blindness and Dark Vision (Ex): Slime moles have
general sensitivity, however, these large beasts darkvision with a range of 60 feet and low-light
generally shun contact with other creatures vision.
unless their dominance is assured - they will Stench (Ex): A slime mole generates an awful
generally not attack at once unless they are stench that affects all within 50’. Those within
surprised or directly threatened by a creature's this area must make a Fortitude save (DC 16) or
intrusion. Otherwise the slime mole will retreat suffer a morale penalty of –2 to all to-hit and
and observe the new being before deciding to damage rolls due to nausea.

RPGObjects Page 42 Darwin’s World


Sensitivity (Ex): A slime mole suffers minor tactic is to charge and impale with the tusks, else
damage from exposure to natural light. The gore and gore and gore again.
creature must make a Fortitude save (DC 30) or Some communities use snoffle hogs as food,
suffer 1d4 points of damage per round of either hunting them in the wild or keeping them
exposure; even if it saves successfully, the slime in well-fortified pens for regular slaughter.
mole will generally attempt to flee and hide from
the light source to prevent further injury. COMBAT
The snoffle hog attacks in a manner not unlike a
wild boar, charging and goring.
SNOFFLE HOG Quills (Ex): Any unarmed attack (or grapple
attempt) made against a snoggle hog has a 1 in
The snoffle hog is a common site in the 4 chance of causing a reciprocal 1d6 points of
wasteland, in small packs or herded by tribals. damage (x2 crit) to the attacker.
Bristling with porcupine-like quills, and adorned Stubborn (Ex): A snoffle hog continues to
with numerous spiky tusks, the ‘hog is quite ugly. fight without penalty even if dying or disabled.
Upon reaching –10, however, it is killed.
Medium-size Beast
Hit Dice: 3d10+12 (28 hp)
Initiative: +2 (Dex) TERMINAL
Speed: 40 ft
AC: 20 (+2 Dex, +8 natural) No two terminals look entirely the same.
Attacks: Gore, +6 melee Useless, withered, or deformed appendages
Damage: Gore 1d6+6 sprout from abnormal places. Having a body
Face/Reach: 5 ft x 5 ft / 5 ft crippled by mutation and genetic disease, the
Special Attacks: Quills terminal has only a few years to live its painful,
Special Qualities: Scent, stubborn pitiful life.
Saves: Fort +7, Ref +5, Will -2
Abilities: Str 18, Dex 14, Con 18, Int 4, Wis 4, Medium-Size Humanoid
Cha 4 Hit Dice: 2d8-2 (7 hp)
Skills: Listen +5 Initiative: -1 (Dex)
Feats: Improved Bull Rush, Power Attack Speed: 30 ft
Climate/Terrain: Any plains AC: 9 (-1 Dex)
Organization: Solitary, pair, or family (2-5) Attacks: 2 claws +3 melee
Challenge Rating: 3 Damage: Claw 1d4+3
Treasure: None Face/Reach: 5 ft by 5 ft / 5 ft
Alignment: Always neutral Saves: Fort +1, Ref +1, Will -2
Advancement: 4-5 HD (Medium-size) Abilities: Str 16, Dex 8, Con 8, Int 6, Wis 6, Cha
6
The “snoffle hog” is a particularly repugnant Skills: Listen +1, Move Silently +0, Spot +0
beast that dwells in both plains areas and the few Feats: -
remaining dry forests of the land. Climate/Terrain: Any ruin
The snoffle hog is recognizable by its huge Organization: Solitary, bunch (2-5), or swarm
boar-like body, porcupine quills, and quadruple (5-20)
upturned tusks. It is also known for the mass of Challenge Rating: ½
wrinkled leathery flesh on the nose (which Treasure: None
prevent it from being scarred by prey impaled on Alignment: Usually chaotic evil
its tusks), and its tiny little black eyes set in fatty Advancement: By character class
slits well back on the skull.
Snoffle hogs are simple creatures, being “Terminal” is a name given to any devolved,
vicious, untamable herbivores. While they are corrupted, or deformed mutant whose mental
generally content to devour dry grasses and even state borders on the edge of a frenzied, mindless,
the most prickly desert cactus, they are easily brain-death. Internal corruption and mutation
alarmed by the approach of unwanted intruders, inevitably spells a short, tortured life, hence the
and defend their territory viciously. Their typical name.

RPGObjects Page 43 Darwin’s World


Recognized from an early stage as having little Huge Beast
or no chance of surviving in their birth Hit Dice: 10d10+50 (105 hp)
community, they are mercilessly cast out to Initiative: +7 (Dex and Improved Initiative)
relieve the inevitable strain on resources they Speed: 40 ft
would have been. These doomed mutants, often AC: 29 (-2 size, +3 Dex, +18 natural)
retarded or simply brain damaged beyond a Attacks: Bite, +13 melee, 2 claws, +11 melee
working semblance of human intelligence, seldom Damage: Bite 2d6+8, 2 claws 2d4+4
live long on their own, but under certain Face/Reach: 10 ft x 20 ft / 10 ft
circumstances they indeed do. Little more than Special Attacks: Improved grab, rend 2d6+12
idiotic “animals”, they often descend into Special Qualities: Chameleon
homicidal violence and even cannibalism to Saves: Fort +12, Ref +10, Will +3
survive. No terminal lives longer than 15-20 Abilities: Str 26, Dex 16, Con 20, Int 11, Wis
years, due to a disastrous combination of 11, Cha 11
defective mutations that only get progressively Skills: Climb +13, Hide +9, Jump +9, Listen +7,
worse as they grow; cystic fibrosis, ontogenesis Spot +7
imperfecta, leukemia, bone ague, tumors, Feats: Awareness, Cleave, Improved Initiative,
elephant-man disease, etc. Improved Trip, Multiattack, Power Attack
The actual appearance of a terminal can range Climate/Terrain: Any plains
from the merely unsettling to the truly ghastly. Organization: Solitary
Bodies outwardly wracked with warped Challenge Rating: 10
deformities, withered limbs, misplaced features, Treasure: None
and even the possibility of an aborted Siamese Alignment: Always neutral
symbiosis leaves them among the most Advancement: 11-12 HD (Huge)
monstrous creatures alive. Heaving under a
body weight poorly supported by their own The terrolops is a nightmarish predator that
crippled shape, and gasping huskily due to inhabits the deserts but generally only emerges
internal corruptions that will inevitably claim at night. Some have been known to come out
them, they are a nightmarish reminder of the during the daylight hours, but only in areas (such
curse mutation brings with it. as rocky crags or mountain cliffs) where it can
quickly retreat to the cover of darkness for
COMBAT safety.
Terminals attack by using their immense strength The terrolops looks like a giant chitinous "torso"
to tear victims literally apart, before mounted on the thorax of a great naked spider.
degenerating into a slobbering orgy of feasting. The whole of the thing is taken up by a great
circular maw, above which rests its single,
TERMINAL CHARACTERS terrible eye (usually pink or red in color). Two
Forced to fend for themselves, whether alone or huge mantis-like appendages come out from the
in packs, the favored class for terminals is scav. torso, ending in wicked saber-like blades that can
Terminals may only come from Feral or Primitive rend a man in two with a single motion. Running
backgrounds. back along the chitin are spikes, thwarting
opponents that might approach from the rear.
Though it possesses but two thin spider-like legs,
TERROLOPS the creature is incredibly fast. It is known to
leave a tell-tale trail of gross yellow slime behind
The infamous hunter, the “terrolops”, bears a it wherever it goes (this comes from the dormant
resemblance to a gigantic spider, but with a huge web-spinning gland of the beast that still
central mouth more like a lion. Gigantic scythe- generates a non-functional "goo").
like arms work in conjunction to grasp and rip
apart the creature’s prey. COMBAT
A trail of slime dribbles from the terrolops as it The terrolops is a vicious, gargantuan creature
goes. This is certainly the result of some failed that attacks using spider-like cunning and
evolution of its arachnid web-spinning glands. stealth. Its twin scythe-like claws permit it to
twist, spin, and stun its prey.

RPGObjects Page 44 Darwin’s World


Chameleon (Ex): A terrolops is able to blend the animal they once were. The mutant bear
in with background color and texture. If the shares many of the well-known characteristics of
terrolops uses a full-round action, it may turn its previous incarnation, albeit to a much greater
invisible. This invisibility is lost as soon as the degree. The hunger, ill-temper, and territorial
creature moves. nature of the bear is only increased in the
Improved Grab (Ex): To use this ability, the mutant, driven as it is by painful mutation and
terrolops must hit a Medium-size or smaller physical deterioration to the verge of cruel
opponent with both claws. If it gets a hold, it insanity.
inflicts two claw hits automatically on the The most common aberration of the common
following round, and forces the opponent to make bear appears to be a two-headed mutant, of
a Fortitude save (DC 14) or be stunned for 1d2 which frequent reports have been heard of in the
rounds following the attack. foothills of the Big Rocks. These two-headed
Rend (Ex): If a terrolops hits a single target beasts are a source of great fear among tribal
with both claw attacks on the same round, it folk in the mountain valleys, who say these
automatically rends for an additional 2d6+12 beasts are terrifically violent, unafraid of man (or
points of damage. mutant), and almost berserk when filled with a
lust for blood.

TWO-HEADED MUTANT BEAR COMBAT


Like a normal bear, the mutant bear typically
Creatures such as this once populated the barrels straight into combat to bite or claw.
wilderness of the pre-Fall world, but even then Accelerated White Blood Cell Activity (Ex):
were diminishing because of the poison of the As the mutation of the same name. Fast healing
Ancients’ industry and wars. 5.
Bloodlust (Ex): A mutant bear can smell blood
Large Animal and fear. If any still-living creature within 100’
Hit Dice: 6d8+24 (51 hp) has suffered at least one point of hit point
Initiative: +1 (Dex) damage, the creature will enter a rage, attacking
Speed: 40 ft and pursuing madly until either it or the wounded
AC: 16 (-1 size, +1 Dex, +5 natural) opponent is dead. It gains +4 Strength, +4
Attacks: 2 claws +11 melee, 2 bites +9 melee Constitution (adds 12 temporary hit points), and
Damage: Claw 1d8+8, bite 2d8+4 –2 AC for the duration. This rage cannot be
Special Attacks: Improved grab ended voluntarily.
Special Qualities: Accelerated white blood cell Improved Grab (Ex): A mutant bear that hits
activity, bloodlust, scent, two-headed with both claws on the same target can
Face/Reach: 5 ft by 5 ft / 5 ft automatically make two bite attempts on the
Saves: Fort +9, Ref +6, Will +3 same victim as a free action.
Abilities: Str 27, Dex 13, Con 19, Int 2, Wis 12, Two-Headed (Ex): A two-headed mutant bear
Cha 6 cannot be flanked.
Skills: Listen +5, Spot +8, Swim +14
Feats: Multiattack
Climate/Terrain: Any forest, hill, mountains, UNDERLING
and underground
Organization: Solitary Dwarfism among these folk is universal. Whether
Challenge Rating: 6 this is a product of a diminished diet and
Treasure: None exposure to the world above, or a necessary
Alignment: Always neutral development for life in the cramped tunnels and
Advancement: 7-10 HD (Huge) warrens of the deep underworld can only be
guessed at.
The majestic and magnificent brown bear that Heads of wild white hair, solid blue or white
once roamed the mountains and forests of the eyes, and feral features are a common feature of
American continent are all but gone now, these pygmy troglodytes.
replaced by diminishing numbers of shattered,
mutant descendants that are more a horror than

RPGObjects Page 45 Darwin’s World


Simple and savage, small spears, javelins, and Dark Vision (Ex): Underlings have darkvision
short spiked clubs are the limit of the underling’s with a range of 60 feet and low-light vision.
ingenuity. Photosensitive (Ex): Underlings are
susceptible to bright lights and strong
Small Humanoid illumination (including torches), and must make a
Hit Dice: ½d8 (3 hp) Will save (DC 12) or be forced to flee from the
Initiative: +3 (Dex) light source. A direct flash against an underling
Speed: 20 ft (e.g. from a dazzle rifle) will effectively blind the
AC: 14 (+3 Dex) creature without a save.
Attacks: Shortspear -2 melee; or dart +3 ranged
Damage: Shortspear 1d8-2; dart 1d4 UNDERLING SOCIETY
Face/Reach: 5 ft x 5 ft / 5 ft Like many more primitive mutant races,
Special Qualities: Dark vision, photosensitive underlings are no different in their need for
Saves: Fort +0, Ref +5, Will +0 community and secure shelter. Dwelling
Abilities: Str 7, Dex 17, Con 10, Int 8, Wis 6, underground, they often choose cave or cavern
Cha 8 systems that permit easy egress to other tunnels
Skills: Hide +9, Listen +1, Move Silently +5, beneath the earth, or even to the surface, should
Spot +1 their existence be found out and they require an
Feats: Blind-Fight escape. Usually an underling group will be ruled
Climate/Terrain: Any underground by a powerful chief, but sometimes they instead
Organization: Gang (2-5) or pack (5-20) follow the wisest of the group (wisdom meaning
Challenge Rating: ½ an ability to find water, provide food, treat
Treasure: None diseases, deliver children, etc).
Alignment: Usually evil
Advancement: By character class UNDERLING CHARACTERS
An underling’s favored class is warrior, though at
These creatures appear like little “men” (usually least one leader out of every tribe will advance as
no more than three-and-a-half feet high), with a guardian. Underlings may only come from Feral
pasty white skin like softly glowing marble, and or Primitive backgrounds.
lucid blue eyes lacking pupils whatsoever.
“Underlings” often have wild heads/beards of
wispy white hair, and a mouth filled with ill-kept, UTARN
ugly yellowish fangs.
Underlings are a race of dwarfed underground My observations have shown the utarn to be a
men, who (it is typically speculated) are the prolific breeder, spending almost its entire life
descendants of Ancient men and women who consumed with passing on its young. Food and
retreated to relatively secure caves and cavern survival seem to be secondary concerns for this
systems in the mountains and wilderness to sit monstrous mutant lifeform.
out the Fall - but never re-emerged. Having The saliva fluid of the utarn appears to affect
abandoned their former ways and civilization, the nervous system of its prey, freezing the poor
they degenerated into what they are now, creature in place through excruciating spasms
diminutive stumplings driven by cannibal hungers and eventual full-body paralysis.
and violent territorial ambition. Two large sacks on the creature’s hind area
Underlings always work in groups, having contain its dozens of larval young, ready to be
mastered mass stealth and ambush tactics better injected into its paralyzed prey. A victim used as
than most creatures (they will always attack with an incubator usually dies within two weeks,
numerical superiority if possible). If they ever slowly eaten from within by the young carried
did have the intelligence of men, they have inside.
apparently lost it, now only utilizing the most
rudimentary of weapons. Medium-size Aberration
Hit Dice: 3d8+3 (17 hp)
COMBAT Initiative: +6 (Dex, Improved Initiative)
Underlings are notorious for their use of stealth Speed: 30 ft
and massed ambush when making their move. AC: 12 (+2 Dex)

RPGObjects Page 46 Darwin’s World


Attacks: Bite, +2 melee The grotesque creature known as the “utarn” is a
Damage: Bite 1d2 creeping, spider-like, hermaphroditic monster
Face/Reach: 5 ft x 5 ft / 5 ft that thrives solely on a voracious carnivorous
Special Attacks: Impregnation, paralysis diet. The creature stands on six chitinous legs,
Special Qualities: Scent, blindsight scuttling about towards a given prey. Its body is
Saves: Fort +4, Ref +5, Will -3 an elongated mass of wrinkles and creased oily
Abilities: Str 11, Dex 15, Con 13, Int 5, Wis 5, fat (much like exposed blubber), at the back of
Cha 5 which stands a pair of fat egg sacks, the thin
Skills: Hide +7, Jump +5 opaque skin over it stretched obscenely tight.
Feats: Improved Initiative When the utarn is pregnant, these celled masses
Climate/Terrain: Any underground can be seen to pulsate and contort with the
Organization: Solitary, pair, or brood (2-5) movement of the young inside.
Challenge Rating: 3 The utarn's head is protected by a collar of a
Treasure: Standard unique sponge-like tissue that may act like a
Alignment: Always neutral giant “olfactory sense gland” - it is pierced with
Advancement: 4-5 HD (Medium-size); 6-8 HD numerous holes and porous entrances. At the
(Large) front of this an elongated trunk of ribbed flesh
may emerge (like a turtle from its shell), at the
end of which is a circular
lamprey-like maw, oozing
slime - this slime is a potent
toxin that strangles the
nerve system and forces the
victim into paralytic shock.
The utarn is a mindless
creature that simply feeds.
There is a good chance that
a given utarn will be
pregnant, and thus will seek
to excrete its rubbery eggs
into the paralyzed body of
any victim, letting it live to
become a carrier of these
eggs. The victim's body
warmth brings them fully to
incubation, at which time
they hatch inside the body
and devour the host from
within.

COMBAT
The utarn is a grotesque
creature that more often
seeks to impregnate
opponents rather than eat
them.
Blindsight (Ex): An utarn
can ascertain creatures by
nonvisual means (mostly
hearing and scent, but also
by noticing vibration and
other environmental clues)
with a range of 40 feet.

RPGObjects Page 47 Darwin’s World


Impregnation (Ex): Once a victim has been twisted faces, their bodies covered only in rags
successfully paralyzed, a succeeding hit indicates and soiled trappings. They are commonly found
a transference of eggs to the paralyzed host. scattered throughout urban ruins, emerging only
The utarn can only lay its eggs in a paralyzed at twilight, howling and crying out for the blood
victim, and once inserted can only be surgically of those who trespass in the vicinity of their
withdrawn with a Knowledge (Medicine) check, secretive abodes.
DC 20. A shot of Filter-Dose will flush the eggs There are many stories that speak of these
from the body of the victim as well. Otherwise, primitive savages, legends that say they are
the victim dies in 2d6 days. mentally stunted humans, remarkably close to
Paralysis (Ex): Those hit by an utarn’s bite true purebloods, who survived the Fall in the
must succeed a Fortitude save (DC 13) or be great cities. Without a civilization to bring them
paralyzed for 2d6 minutes. together they degenerated into cowardly
shadows that now hide from more powerful
mutant beings that sometimes enter the ruins to
WILD MAN conquer.
Wild men are totally insane - their human
Few people have ever gotten a good look at
a “wild man”, but stories describe them as
short, degenerate, human-like things with
manes of wild wispy hair, white and
tangled. Features are distorted; eyes are
described as wide and “maniacal”, as if they
were some breed of nightmarish boogiemen
prowling the darkness of the world’s
necropoli.

Medium-Size Humanoid
Hit Dice: 1d8 (5 hp)
Initiative: +2 (Dex)
Speed: 30 ft
AC: 12 (+2 Dex)
Attacks: Club +0 melee, javelin +2 ranged
Damage: Club 1d6, javelin 1d6
Face/Reach: 5 ft by 5 ft / 5 ft
Special Qualities: Duck, spider climb
Saves: Fort +2, Ref +4, Will -1
Abilities: Str 10, Dex 14, Con 10, Int 8,
Wis 8, Cha 6
Skills: Hide +4*, Jump +1, Listen +0,
Move Silently +3*, Spot +0
Feats: -
Climate/Terrain: Any ruin
Organization: Solitary, pair, bunch (2-5),
pack (5-20), or mob (20-40)
Challenge Rating: ½
Treasure: None
Alignment: Usually neutral
Advancement: By character class

The race of wild men is one that inhabits


the old ruins of the Ancients - the blasted
cities that are all but forbidden to enter.
Wild men appear like skulking men, wild
manes of ghostly hair on their heads and

RPGObjects Page 48 Darwin’s World


outside is but a mask for the animal nature Medium-size Undead
beneath. Incapable of speaking (beyond guttural Hit Dice: 2d12 (16 hp)
grunts and chirps), they only utilize the most Initiative: -1 (Dex)
primitive of weapons (clubs, javelins) and are Speed: 30 ft
generally quite poorly organized. AC: 11 (-1 Dex, +2 natural)
Few people hold wild men in anything but Attacks: Bite, +2 melee
contempt. Some groups have been known to Damage: Bite 1d6+1
hunt them for cruel and sadistic pleasure, as Face/Reach: 5 ft by 5 ft / 5 ft
their ability to scurry, jump, and hide makes Special Qualities: Contagion, partial actions
them entertaining prey. only, undead
Saves: Fort +0, Ref -1, Will +3
COMBAT Abilities: Str 13, Dex 8, Con -, Int -, Wis 10,
Wild men are particularly cowardly, and will Cha 1
seldom engage in a fight unless cornered. Like Feats: Toughness
rats, however, they can be quite difficult to best Climate/Terrain: Any urban
in a life or death struggle. Organization: Solitary, pair, gang (2-5), pack
Duck (Ex): A wild man may make a Reflex (5-20), or mob (20-40)
save, DC 18, against any one ranged attack Challenge Rating: 2
made against it during a round; success indicates Treasure: None
the attack automatically misses. Alignment: Always neutral
Spider Climb (Ex): Due to a strange Advancement: -
evolution of their hands and feet, wild men can
literally climb up sheer surfaces, at will, as if Plague zombies are horrific undead creatures, re-
affected by the spell, spider climb. animated with a shadowy semblance of life by
Skills: *Wild men receive a +4 bonus to these the bizarre and unexplainable effects of a virulent
skills while among urban ruins. super-disease, the cure for which has long been
lost.
WILD MEN SOCIETY The “plague” that causes the animation of
Though rumors speak of wild men congregating plague zombies was originally engineered by the
among lost ruins for communal gatherings, most Ancients just prior to the Fall. Though little is
dismiss these as pure myth. Most deny the idea known of what the original strain was meant to
of wild men possessing any real intelligence, and do on unsuspecting civilian populaces, the effects
as such the idea of a “society” among these of radiation apparently mutated the disease so
savages is considered almost laughable. that the scientists who originally developed it
were helpless to stop its spontaneous spread.
WILD MAN CHARACTERS Within weeks, the test population (comprised of
Wild men have warrior as a favored class. Some urban homeless from the escalating world war)
wild men are scavs, serving the dual purpose of first subjected to the disease had spread the
foraging food and trinkets, and setting ambushes plague to others, and an epidemic of ghastly
to dissuade their numerous predators. Characters proportions swept across the country. Unable to
of wild man stock may only choose a Feral control the new mutant plague, the scientists
background. who recognized its danger retreated to bunkers
beneath the earth to research a cure – but then
the holocaust struck the entire world and the
ZOMBIE, PLAGUE zombie threat was forgotten in the years of chaos
following.
The true horror of these creatures is that they Plague zombies continue to exist in a mere
are the animate remains of the dead – the handful of cities so far in the future – in general,
Ancient dead, still clad in their strange uniforms they “live” only in true necropoli, cities where all
and costumes, or the recently slain, from among living things have long perished. The nature of
our own dwindling numbers the plague zombie is simple – they know only
Rot, corruption, and degeneration of the flesh hunger, and seek only to devour flesh. They
are common in plague zombies. have no conscience, intelligence, foresight, or
even a drive for self-preservation; nor do they

RPGObjects Page 49 Darwin’s World


exhibit memory or anything resembling Creatures as Player Characters:
personality. Their drive is their sole motivating At the game masters discretion, players may
factor, and in the absence of living flesh to choose one of the following creatures as a race:
consume they merely shift about, idiotically and ghouls, mutant bugs, plantmen, sandmen,
meaninglessly, in large packs throughout the shadow people, terminals, underlings, or wild
miles of urban ruins. men. Characters that use a race found in this
Plague zombie flesh is kept semi-preserved by book do not receive mutations or defects. The
the virus that infests every inch of their rotted creature’s abilities represent their mutations. As
being. This permits a plague zombie to literally with the standard mutant breeds, these races
“live” for decades, even centuries with only a have level adjustments. These level adjustments
slow deterioration of its form. Most plague can be found in table 3-2.
zombies still resemble what they were in life; a
nurse, a soldier, a member of the urban Table 3-2: Level Adjustments
homeless – but their flesh has turned grayish, Ghouls +1
Mutant Bugs +4
greenish, or black over time, with gaping holes Plantmen +1
showing bone and dried viscera where irregular Plantmen (spore carrier) +2
decay has slowly set in. Sandmen +2
As if their appearance alone were not horror Shadow People +4
Terminals +0
enough, plague zombies bear one final and Underlings +0
chilling curse – the disease itself. A creature Wild Men +1
badly injured by a plague zombie inevitably
contracts the plague, slowly turning him into a
mindless, flesh-eating plague zombie in a matter
of days...

COMBAT
Plague zombies are not particularly threatening
to a well-prepared individual, but in large packs
their sheer numbers can be overwhelming.
Without any kind of true sentience (beyond a
motivation to overcome and consume living
creatures), they move and act stupidly and
predictably.
Contagion (Ex): An opponent struck by a
plague zombie bite must succeed at a Fortitude
check (DC 20) or contract the plague. The
plague remains dormant for 2d6 hours, but after
that the victim becomes weak and delirious (and
must remain bedridden). After an additional
period of 2d6 hours, he becomes a zombie, losing
all statistics, skills, feats, and other abilities and
instead taking on the characteristics of a plague
zombie.
Unlike other diseases, the contagion of the
plague zombie cannot be cured by any known
drug or device of the Ancients or their survivors.
Once infected, there is no cure.
Partial Actions Only: Plague zombies can
perform only partial actions, like regular zombies.
Undead: Immune to mind-influencing effects,
poison, sleep, paralysis, stunning, and disease.
Not subject to critical hits, subdual damage,
ability damage, energy drain, or death from
massive damage.

RPGObjects Page 50 Darwin’s World


Part 4: OTHER CREATURES
These are just some of the more horrendous and the form of men to walk unnoticed among them,
interesting examples of the kinds of creatures have surfaced in recent times.
that populate the wilds of DARWIN'S WORLD. Aranea in Darwin’s World certainly do not have
Some are widely known and ever-present threats spells, though they may have neural mutations
to man and mutantkind (such as ghouls and instead (GM’s discretion).
screamers), while others are rare beings only Arrowhawk: Variations of this creature exist
rarely encountered or so widely avoided as to among the highest mountains of the Big Rocks,
become near legendary (such as the mutagon where men now fear to tread. Powerful
and the terrolops). creatures, they retain their normal abilities, but
Game Masters can and should develop their their type changes from outsider to beast in
own creatures for use in sessions of DARWIN'S Darwin’s World.
WORLD, because the effect of mutation on the Assassin Vine (“Strangler Weed”): This
animal and human population is literally infinite. insidious form of plant life thrives unchecked in
There can be variations of the creatures above, numerous locales on the Twisted Earth. Assassin
suited for particular environments, or entirely vines (and other predatory plants) are a known
new and unique mutated monstrosities. Have danger of many oasis, subterranean water caves,
fun, use ingenuity, and make them gross. and overgrown ruins.
It is said that the overgrown city of San Jose, in
Creatures From The SRD the Sierra Gehenna region, is home to vast
A number of creatures from the System numbers of these deadly vines.
Reference Document make the transition from a Athach (“Gigant”): Athach represent one of
fantasy to post-apocalyptic setting quite many gigantic, hulking, and ultimately hazardous
seamlessly. This section briefly lists those mutant creatures on the Twisted Earth. Athach
creatures found in the System Reference dwell primarily among the city ruins, and prey on
Document that have a place in Darwin’s World. smaller communities for food and other goods.
Listed in parenthesis after each creature is its Bugbear (“Broken One”): The bugbear stat
common name in Darwin’s World. If a question line can be used to represent any kind of savage,
mark is given, it means the creature may not primitive race of mutant (“broken one”). They
even exist. comprise especially large clans and war bands
among the lost ruined cities of the Twisted Earth.
Achaierai (“Strider Bird”): These giant Bulette (“Seeker-In-The-Sand”): The
mutant birds are primarily found as solitary bulette is a legendary creature found almost
monstrosities on the Twisted Earth, roaming the exclusively among the northern wastelands of the
flat open plains of the Far Desert in search of Deserts of Nowhere. Legends of the local
wandering prey. savages relate to these powerful beasts and their
Achaierai in Darwin’s World are clever, but their ability to burrow through sand and soil.
intelligence is a lot lower (perhaps 2 or 3). In In some areas, where bulette are unusually
addition, they are not considered outsiders, but frequent, tribals of the deserts build their homes
rather beasts. They are otherwise unchanged. - even entire villages – on rock outcroppings,
Ankheg (“Burrower”): Variations of this mesas, and table-lands.
giant burrowing insect are reported throughout Carrion Crawler (“Meatworm”): Related to
the dry deserts of the Twisted Earth, making the utarn, creatures similar to carrion crawlers
their homes in burrows cleverly concealed are found in the deepest sewers, among the
beneath the sands. Rumors also place ankheg- more badly-radiated city ruins throughout the
like burrowers in the Cursed Desert, but they are Twisted Earth.
said to spit an unusual combination of ingested Chaos Beast (“Abomination”): These
salt and acid that not only eats away at flesh, but disgusting, horrific, and mind-bending
also corrodes metal like a rust monster. monstrosities are legends of the wasteland.
Aranea (“Mind Spider”): Rumors of gigantic, Stories tell of similar creatures living in ancient
intelligent, and peaceful spiders that can assume caves or collapsed sewers in the vicinity of the

RPGObjects Page 51 Darwin’s World


strongest nuclear deadlands – examples TABLE 4-1: CREATURES FOUND IN THE MONSTER MANUAL
include blasted cities, or regions where SUITABLE FOR DARWIN’S WORLD
missile silos were once concealed among
Broken Baby (Kobold)
the sands (only to be gutted by pre- Broken One (Goblin)
1/6
¼
emptive nuclear strikes). Dire Rat 1/3
A chaos beast in Darwin’s World is an Broken One (Hobgoblin) ½
aberration, not an outsider. Broken One (Orc) ½
Hiver, Worker (Formian) ½
Chuul (“Claw Thing”): These Needle Bat (Stirge) ½
creatures are rare, but examples might The Deep (Locathah) ½
exist in radiated waterways, underground Broken One (Gnoll) 1
streams and sewers, etc. Broken One (Lizardfolk) 1
Shrieker 1
Destrachan (“Howling Hunter”): Skull Hound (Krenshar) 1
Destrachan are powerful subterranean The Sightless (Grimlock) 1
beasts that dwell in small packs in only the Troglodyte 1
largest cave systems. Tribal folk making Broken One (Bugbear) 2
Broken One (Ogre) 2
their homes in mountain caverns must Dire Bat 2
often contend with these savage creatures Worg 2
for space. Arrowhawk, Juvenile 3
Digester (“Spittle Bird”): These swift, Burrower (Ankheg) 3
Dire Wolf 3
ostrich-like predators are a known threat Doppelganger 3
on the open Far Desert. Ethereal Filcher 3
Dire Animals: Certain dire animals are Ethereal Marauder 3
common in Darwin’s World, as giant Gelatinous Cube 3
Hiver, Warrior (Formian) 3
mutant versions of their typical cousins. Strangler Weed (Assassin Vine) 3
The most common are dire rats (found Tentacle Worm (Grick) 3
practically everywhere in the world), but Violet Fungus 3
dire bats and dire wolves (the latter often Wailing Wolf (Howler) 3
Abomination (Owlbear) 4
badly misshapen and twisted) are also Broken One (Minotaur) 4
known. Gray Ooze 4
Doppelganger: Such mutant creatures Hydra, Five-Headed 4
are known on the Twisted Earth, but they Meatworm (Carrion Crawler) 4
Mind Spider (Aranea) 4
are exceptionally rare – and are hunted Spider Thing (Ettercap) 4
down wherever they are found. Many Trash Demon (Otyugh) 4
believe them to actually be a breed of third Abomination (Gibbering Mouther) 5
generation mutant, and that somewhere in Arrowhawk, Adult 5
Broken One (Ettin) 5
the world they may have an actual empire. Broken One (Troll) 5
Doppelgangers in Darwin’s World are Girallon 5
generally evil creatures of a bizarre alien Ochre Jelly 5
intelligence, and their ability to shape Serpent People, Halfblood (Yuan-Ti) 5
Serpent People, Pureblood (Yuan-Ti) 5
change conforms more closely to the Strider Bird (Achaierai) 5
mutation genetic metamorphosis. They Shambling Mound 6
generally only use this ability to prey on Spittle Bird (Digester) 6
others; they do not seek to understand Tendriculous 6
Abomination (Chaos Beast) 7
other races and groups. Black Pudding 7
Drider (“Dread Ones”): The drider in Claw Thing (Chuul) 7
Darwin’s World has nothing to do with Dread One (Drider) 7
elves or twisted magic – they are merely Gigant (Athach) 7
Hiver, Taskmaster (Formian) 7
mutants, plain and simple. Though rare, a Seeker-In-The-Sand (Bulette) 7
common story of the wasteland speaks of Serpent People, Abomination (Yuan-Ti) 7
these creatures in numbers. It is said a Arrowhawk, Elder 8
lost shelter of the Ancients, located in a Gray Stalker (Gray Render) 8
Howling Hunter (Destrachan) 8
hollow mountain somewhere in Big Rocks, Hiver, Myrmarch (Formian) 10
failed to keep out the radiation and its Great Worm (Purple Worm) 12
thousand or so inhabitants slowly Hiver, Queen (Formian) 18

RPGObjects Page 52 Darwin’s World


succumbed to mutation, cannibalism, and who enslave men and have constructed cities
madness. In form they mutated to resemble among the trees and valleys. Girallons are the
spidery things, and dwell in lightless misery and product of their experiments, producing
insanity to this day. uncontrollable beasts that have been driven to
Drider-like mutants obviously do not have the frontiers of their civilized borders to dwell in
spells or spell-like abilities (though the GM may hateful isolation.
give them mutations as normal characters), and Gnoll (“Broken One”): Like many Monster
are thus not quite as deadly as opponents as Manual creatures, gnolls are ideal to portray
they would otherwise be in a fantasy setting. specific breeds of degenerate, uncivilized, and
Ethereal Filcher (?): The filcher makes an barbaric mutants, also known as “broken ones”.
attractive mutant aberration, most likely to be They are especially numerous among the old
found in only the most potent radiation centers decayed ruins of great cities.
(in specific, the infamous Purple Desert). Such Goblin (“Broken One”): Again, goblins could
creatures lack any supernatural powers, of be used to represent any number of degenerate
course, in Darwin’s World. mutants in Darwin’s World. In regions populated
Ethereal Marauder (?): Another attractive by hordes of “broken ones”, they would be the
mutant aberration, the marauder is also found footmen, fodder, and feed for gnolls, orcs,
only in the glowing wasteland of the Purple bugbears, etc.
Desert. Like the ethereal filcher, it lacks its Gray Render (“Gray Stalker”): These
supernatural powers. mighty beasts are legendary, rare, and horrible.
Ettercap (“Spider Thing”): Ettercap-like They only exist in areas badly tainted by
mutants could be inserted nearly anywhere in radiation, such as the hearts of blasted cities,
Darwin’s World. and typically make their homes in sprawling
Ettin (“Broken One”): Ettins are rare giant complexes hollowed-out by time or underground
mutants, often rising to the role of powerful caves.
tyrant-chiefs of the largest mutant groups Grick (“Tentacle Worm”): Gricks populate
(“broken ones”). Certain examples have been the same areas as carrion crawlers – caves,
reported leading packs of Brethren followers in sewers, etc.
the area of old San Francisco. Grimlock (“The Sightless”): A relative of the
Formian (“Hiver”): Obscure stories say that sandman, grimlocks are known to exist in ancient
the ruins of the great Necropolis (old Los caves throughout the wasteland, especially
Angeles) are populated by tens of thousands of among the foothills and highest peaks of the Big
creatures similar to formians – giant mutated Rocks. They are also known to dwell in numbers
insect creatures with intelligence and human-like in the deep sewer systems of various ancient
qualities. Unlike true formians, however, these cities.
creatures are brutal, savage, and alien in Among the ruins of San Francisco, in the Sierra
mindset, conquering other peoples and rooting Gehenna region, grimlocks are a major part of
out survivors in the ruins to serve as food and the movement known as the Brethren.
incubators for their next generation of larval Hobgoblin (“Broken One”): These might be
young. used to represent the elite of “broken one”
Formians in Darwin’s World lack any magical armies; in general, hobgoblins possess an
abilities; in addition, they are humanoids, not intelligence lacked by most of their fellow
outsiders. mutants, and thus would naturally gravitate
Fungus: All manner of fungus is appropriate towards leadership positions.
for the Darwin’s World setting. Howler (“Wailing Wolf”): These enormous
Gibbering Mouther (“Abomination”): The hyena-like beasts are a common danger in the
legends that describe chaos beasts (see above) wasteland, and appear frequently along the
may instead be describing these nameless major trade routes. Merchants and sandwalkers
horrors. quickly learn to fear these creatures, who often
Girallon (?): Stories fading into obscurity tell gather in packs beyond sight before attempting
of a region of tall forests and jungles beyond the to swarm a caravan in a massed swarm.
Big Muddy, in what was once the fertile Howlers are beasts, not outsiders, in Darwin’s
Southeast of the world. Here, legends say the World.
forests are home to intelligent apes and monkeys

RPGObjects Page 53 Darwin’s World


Hydra: Such creatures would be extremely there could be countless variations combining
uncommon, perhaps even unique, in Darwin’s other bestial features as well.
World. None of the sub-types of hydra are likely Purple Worm (“Great Worms”): The
to exist. dreaded purple worm is something feared by
Kobold (“Broken Babies”): These diminutive cave dwellers throughout the Twisted Earth. In
hunters and stalkers are spoken of in many Far some regions, creatures not unlike true purple
Trader tales, which relate to groups of such worms are said to burrow through the sands like
creatures dwelling in packs among the high eels through water.
desert caves of the Southwest. According to Far Shambling Mound (?): Stories of the
Trader legends, kobolds are actually degenerate overgrown city of San Jose speak of living plant
human children, savage and murderous, who kill creatures stalking the shadowy ruins among the
their own when they reach maturity. tall trees and moss-covered rubble. With them,
Generations of living this cannibalistic, so the stories say, walk animate heaps of trash
subterranean, and savage existence has left and rotting vegetation. These stories might very
them changed, scaly, rat-like, and venomous. well refer to creatures similar to the shambling
Krenshar (“Skull Hound”): Stories in the mound.
wasteland tell of mutated wolves and coyote that Stirge (“Needle Bats”): Stirges could well
possess wild mutations. The krenshar may be exist in large flocks throughout the same regions
one such vagabond hunter. infested by bat movements; in specific, the old
Lizardfolk (“Broken One”): Like other races, American Southwest.
lizardfolk might be used to represent specific Tendriculous (?): The same stories that
breeds of “broken ones” – races of mutant that speak of animated plant heaps serving “plant-
combine bestial and humanoid traits into a men” in the radiated ruins of the Sierra Gehenna
grotesque form. (see shambling mound), may be referring to
Locathah (“The Deep”): Legends from the creatures like the tendriculous.
regions bordering the Poisoned Sea speak of Troglodyte: Stories abound speaking of
“fish-men” who prowl the deep, emerging on beings that withdrew beneath the earth at the
moonless nights to raid the tribals who make onset of the Fall, and of how these communities
their villages along the bleak ocean shores. found life underground more suited to survival
These creatures may be quite similar to locathah. than above where radiation poisoned the land.
Minotaur (“Broken One”): Minotaurs, like They degenerated into cruel savagery and
ettins, can be used to represent particularly- eagerly defend their subterranean lairs (often
powerful leaders among the savage groups quite vast, improving upon old sewers, caves, or
known as “broken ones”. fallout shelters with tunnels and warrens) from
Ogre (“Broken One”): These might be good intrusion.
examples for big, strong, and primitive “broken Some whispered stories relate how, every few
one” mutants. years, large packs of troglodilian creatures rise
Oozes: Some oozes might be the product of from mountain caves or beneath the great cities
animation by bizarre radiations. to prey upon the surface dwellers, taking back
Orc (“Broken One”): Degenerate, savage, captives for ungodly purposes in the unlighted
and bloodthirsty, orcs make ideal “broken ones”. abyss from whence they came.
Otyugh (“Trash Demon”): Creatures Troll (“Broken One”): The troll could be used
resembling otyughs are often reported dwelling in to represent powerful mutants, such as those
ancient junk heaps, clogged and flooded sewer bred and perfected by the Brethren, or used as
systems, and old nuclear waste dumps where lumbering giant warriors by “broken one”
other life cannot survive. enclaves.
Otyughs in Darwin’s World are unintelligent, do Worg (?): It would not be inconceivable to
not speak, and cannot be reasoned with. They have a worg represent any kind of mutated
are simply scavenging beasts. desert scavenger (wolf, coyote, etc) that had
Owlbear (“Abomination”): The owlbear developed an inordinate level of intelligence due
could conceivably be used to represent any to radiation. They would, however, be extremely
number of large mutant creatures that have rare.
mutated to great strength and ferocity. Though Yuan-Ti (“Serpent People”): Yuan-ti are
the basic owlbear form might be one example, perfect examples of degenerate, tainted, and

RPGObjects Page 54 Darwin’s World


mutated humans, like those rumored to live at
the heart of many ancient cities (in particular, the
fabled Necropolis). Whether as a result of
troglodilian living, or as a product of some other
mutative phenomenon, they make an ideal
mutant species in Darwin’s World.
Yuan-ti would not, of course, possess any
magical or supernatural abilities, but would retain
physical characteristics and benefits.
Animals: True unaltered animals are a rarity
on the Twisted Earth, but certain examples might
exist in areas far from radiated “hot spots”.
Vermin: Vermin of all kinds (especially those
larger than life) infest the wastes and ruined
cities of the Twisted Earth. Giant ants, giant
beetles, monstrous centipedes, monstrous
scorpions, and monstrous spiders are all perfect
for the setting.

RPGObjects Page 55 Darwin’s World


List of Product Identity Terms: 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE
Darwin’s Word, Twisted Earth, Denizens of the Twisted Earth, Terrors of the portion of this License to include the exact text of the COPYRIGHT NOTICE
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of the Desert, Death Sentinel, Doom Harvester, Ethereal Flyer, Fraxx Steed, another, independent Agreement with the owner of each element of that
Gront, Heliogryphs, Mutagon, Othydont, Plague Zombie, Purple Angler, Product Identity. You agree not to indicate compatibility or co-adaptability
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2. The License: This License applies to any Open Game Content that contains Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
a notice indicating that the Open Game Content may only be Used under and
in terms of this License. You must affix such a notice to any Open Game System Rules Document Copyright 2000, Wizards of the Coast, Inc.;
Content that you Use. No terms may be added to or subtracted from this Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original
License except as described by the License itself. No other terms or conditions material by E. Gary Gygax and Dave Arneson
may be applied to any Open Game Content distributed using this License.
Darwin’s World Copyright 2002, RPGObjects; Authors Dominic Covey and
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