More Merry Mutant Mayhem

More Mutants!

Sadly, this has nothing to do with the X-Men, but everything to do with Earth Delta, Lizard’s still-ongoing attempt at Gamma World style adventuring for D&D Fourth Edition. As with prior articles, this is a “work in progress” sample, as I had some extra time this weekend and chose to use it writing about mutant turtles (but not, I will note, teenage ninja mutant turtles… though it ought to be very possible to write up on using Earth Delta, come to think of it…)

This article has just monsters, since they’re the most useful to people playing WOTC’s version of Gamma World, but for those who care, I have been constantly expanding tech items, mutations, and tweaking rules here and there as I go along.

The monsters in this section represent more examples of “spreadsheet design”, and by that I mean “I have a spreadsheet showing all monsters by role and level, and I’ve been looking for gaps”. In a perfect world, there will be at least one of every role for every level, and I’m slowly approaching that, but I’m also trying to push forward to get the higher level monsters done as part of my goal to get to Paragon Tier complete. This means there’s still a few gaps in the lower level monsters, and I managed to fill in one of them. So, if you’re wondering why there’s a level 1 lurker mixed in with the level 14 and 15 monsters, that’s why.

Also, in a perfect world, I’d have the CSS needed to display the monsters in a prettier format than a crude cut-and-paste from Word. I can cut them into a separate PDF and attach that, but I’m not sure it’s useful to many readers (this assumes I have any readers, a dubious premise) and I’ve found that any kind of extra step, such as “click here to read”, is often too burdensome for the Twitter age. So, until I actually publish the next full draft of the Mutant Manual, I am going to ask that you bear with me.



Level 1 Lurker

Small natural magical beast (reptile)

XP 100

HP 28; Bloodied 14

AC 18; Fortitude 14; Reflex 13; Will 12

Speed 4

Initiative +5

Perception +0

Low-Light Vision

Rocklike Camouflage
If in an area with many small rocks, loose rubble, etc, the rattlerock may make a stealth check as if it had total concealment.
Standard Actions
m Bite • At-Will
Attack: +6 vs. AC
Hit: 2d4 + 3 and ongoing 5 poison damage (save ends).
First Failed Saving Throw: Target is also slowed (save ends both).
Shelter • At-Will
Effect: The rattlerock retreats into its shell. In this state, it has +2 to all defenses and a speed of 0. If it was hidden, it gains a +4 bonus to its stealth. It may make a stealth check to become hidden at the end of this action.
Sudden Snap • At-Will
Requirements: Must have combat advantage against target.
Attack: +6 vs. AC
Hit: 3d4 + 4 and target takes ongoing 5 poison damage and is slowed (save ends both).
Skills Stealth +6
Str 13 (+1) Dex 13 (+1) Wis 10 (+0)
Con 16 (+3) Int 3 (–4) Cha 7 (–2)
Alignment unaligned     Languages

What do you get when you cross a rattlesnake with a turtle? I don’t know, but it’s biting me!

I guess you had to be there.

Rattlerocks are minor pests that tend to be found in desert wastelands, often near smaller ruins, where the rubble gives them ample places to hide. (At the start of most encounters, a DC 20 Perception check will be needed to notice them, assuming they are in a rocky area.) They will wait patiently for someone to come near, and then attack with their sudden snap. If hurt, they will withdraw to a rocky area, use their shelter ability and attempt to hide, and then wait for another enemy to draw near.

Ratman Buzzbrain

Ratman Buzzbrain

Level 15 Skirmisher

Medium natural mutant beast (mammal, mutant)

XP 1,200

HP 124; Bloodied 62

AC 31; Fortitude 27; Reflex 31; Will 23

Speed 10 (6 when blooded)

Resist 10 thunder

Initiative +20

Perception +8

Bloodied Instability
Once the buzzbrain has become bloodied, roll 1d6 at the start of its turn. On a roll of 5 or 6, it gains insubstantial until the start of its next turn. It must use its standard action to attack the nearest enemy, if possible, and will move towards the nearest enemy if none is adjacent. If multiple enemies are equally distant, determine the target randomly.
Standard Actions
m Vibro-claws • At-Will
Attack: +19 vs. Reflex
Hit: 3d6 + 13 damage and 1d6 thunder damage.
M Clawing Move • At-Will
Effect: The buzzbrain moves its speed. It can make a vibro-claw attack at any point during this move.
Minor Actions
Scurrying • At-Will
Effect: The Ratman Buzzbrain can shift 1 square. It ignores difficult terrain when doing so.
Triggered Actions
Psychic Backlash • At-Will
Trigger: The buzzbrain takes psychic damage.
Effect (Immediate Reaction): The source of the triggering power takes 10 thunder damage.
Skills Acrobatics +20
Str 16 (+10) Dex 26 (+15) Wis 12 (+8)
Con 18 (+11) Int 14 (+9) Cha 14 (+9)
Alignment evil     Languages Common

Ratmen are well-known for their love of scavenged gadgets and their often insane tendency to modify them. Buzzbrains have taken old vibroweapons, fairly common in the ruins, and have actually used crude surgery to attach them to their own nervous system and muscles, causing them no small measure of madness. The buzzbrain is in nearly constant motion, and is eager to leap at any nearby enemy and attack them. When badly injured, their instability increases, to the point where they begin to leave reality entirely, madly attack whatever enemy is nearest.


Rubbler Shamblebot

Level 15 Minion

Medium immortal animate (robot)

XP 300

HP 1; a missed attack never damages a minion

AC 29; Fortitude 28; Reflex 26; Will 27

Speed 5

Immune poison, disease, sleep

Initiative +9

Perception +10


A shamblebot cannot be attacked non-lethally; if reduced to 0 hit points, it is dead.
Standard Actions
Rusting Punch • At-Will
Attack: +20 vs. AC
Hit: 15.
Triggered Actions
Pile of Junk • At-Will
Trigger: The shamblebot is reduced to 0 hit points.
Effect (Immediate Reaction): The square in which the shamblebot died is difficult terrain until the end of the encounter. Any creature moving through it must make a DC 15 Acrobatics check or take 1d6+5 points of damage.
Str 20 (+12) Dex 14 (+9) Wis 17 (+10)
Con 20 (+12) Int 5 (+4) Cha 14 (+9)
Alignment unaligned     Languages Ancestral, Binary

The Cataclysm left behind not just human corpses, but countless partially-destroyed robots. A little bit of patient tinkering and a lot of duct tape and glue can get many of these hunks of junk to be at least partially active once again. Rubblers and ratmen are particularly known for having a handful or two of such robots on hand, especially where they’ve formed semi-permanent communities. These shamblebots, as they are known, provide some measure of protection from minor enemies and can serve to distract and delay opponents. A typical horde of shamblebots will consist of many different models of robots; DMs may want to give some special abilities to distinguish them, or roll a die when they are encountered:

Roll Shamblebot Power
1 Armored: +2 to AC and Fortitude
2 Armed: Has a laser ranged attack (Ranged 10/20, +18 vs. Reflex, 16 fire and radiant damage)
3 Uninsulated: When hit by a melee attack, does 8 points of lightning damage to the attacker.
4 Flying: Gains a flight speed of 8 (altitude limit 3 squares)
5 Jagged Metal: Rusting Punch does 5 ongoing damage (save ends)
6 Rigged To Blow: -2 to all defenses. When reduced to 0 hit points, makes at attack of +18 vs. Reflex in close burst 1, doing 10 points of damage on a hit.

Since minions normally are identical, it can be best to identify individual shamblebots with a d6, with the number facing up indicating which power or modifier they have. Of course, it’s also possible to just use them as-written. A DC 15 Technology check will identify all shamblebot variants in sight, except for Rigged To Blow; the check for that is DC 30. If this check fails, the bot is misidentified as a random other type.

Theta Class Construction Bot

Theta Class Construction Bot

Level 15 Controller

Large immortal animate (robot)

XP 1,200

HP 174; Bloodied 87

AC 31; Fortitude 28; Reflex 25; Will 26

Speed 6

Immune disease, poison, sleep Vulnerability 10 lightning

Initiative +9

Perception +10


Massively Built
The theta-class construction bot reduces all forced movement used against it by 2 squares.
Standard Actions
r Tractor/Presser Beam • At-Will
Attack: 15/30; +18 vs. Fortitude
Hit: 2d10 + 13 damage, and slide target 2 squares.
M Mass Induction Wrecking Ball • At-Will
Attack: Melee 2; +20 vs. AC
Hit: 3d8 + 9 damage, and target is pushed 2 squares and knocked prone.
C Welding Blast • Encounter
Attack: Close Blast 3 (All creatures in blast.); +18 vs. Reflex
Hit: 4d8 + 11 fire damage, and non-flying creatures are immobilized (save ends).
Miss: Half damage.
Minor Actions
C Create Gravitic Field (zone) • Recharge 5 6
Effect: Close Blast 5; This power creates a zone, which lasts until the end of the construction bot’s next turn, of either reduced or increased gravity. In a reduced gravity zone, all forced movement effects are increased by 1, and any non-flying creature moving within the zone must make a DC 15 Acrobatics check when they enter or begin to move within the zone, or fall prone. In an increased gravity zone, all forced movement is reduced by 1 square, and any non-flying creature moving within the zone must make a DC 15 Endurance check when they enter or begin to move within the zone, or fall prone. Flying creatures with an altitude of 4 squares or less must make a DC 22 Endurance check or immediately fall; an identical check is needed to become airborne once more within the zone.
Sustain or End Gravitic Field • At-Will
Effect: The gravitic field is either sustained or removed.
Skills Athletics +18, Endurance +18
Str 23 (+13) Dex 14 (+9) Wis 17 (+10)
Con 23 (+13) Int 14 (+9) Cha 14 (+9)
Alignment unaligned     Languages Ancestral, Binary

Construction robots were used on a variety of jobs, often in tandem with smaller, more specialized robots and human overseers. The theta-class bots were bleeding-edge, incorporating the most advanced gravitic and force technologies available to perform a variety of tasks. Some have gone a bit nuts and keep “building” insane constructions from whatever random junk they can find, sometimes forming buildings of sufficient strength that other creatures will lair in them. Some have been reprogrammed or convinced to work with various other individuals, and some seek work on their own, either as actual builders or as powerful combatants.

Skyblob, Violet

Skyblob, Violet

Level 14 Lurker

Huge natural mutant beast (lightning, radiant)

XP 1,000

HP 107; Bloodied 54

AC 28; Fortitude 29; Reflex 27; Will 23

Speed 4, fly 10 (Hover) Also see “Deflated”

Vulnerability  cold

Initiative +19

Perception +15

Blindsight, Blind

When bloodied, the violet skyblob cannot fly more than 4 squares above the ground.
Standard Actions
m Tentacle Lash(lightning, radiant)  • At-Will
Attack: Melee 3; +19 vs. AC
Hit: 3d6 + 12 lightning and radiant damage, and target cannot gain line of sight beyond 2 squares (save ends).
c Plasma Flare (lightning, radiant) • Recharge 5 6
Attack: Close Burst 3; +17 vs. Fortitude
Hit: 2d8 + 7 fire and lightning damage, and the target is blinded (save ends).
M Sudden Engulfing • At-Will
Attack: Melee 3 (One creature which cannot see the skyblob.); +17 vs. Reflex
Hit: 3d8 + 9 lightning and radiant damage, and the creature is grabbed by the violet skyblob until escape. The skyblob can grab up to three creatures smaller than itself.
Minor Actions
Life Feeding • At-Will 1/round
Attack: (Grabbed creatures only.); +17 vs. Fortitude
Hit: The grabbed creature loses a healing surge and the violet skyblob gains +2 to all damage, up to a maximum of +10.
Skills Stealth +20
Str 17 (+10) Dex 26 (+15) Wis 17 (+10)
Con 17 (+10) Int 3 (+3) Cha 14 (+9)
Alignment unaligned     Languages

Violet skyblobs are known to normally live high in the stormclouds above extremely irradiated areas, such as the glowing pits which formerly held fusion reactors, but they descend earthwords during times of great storms. They constantly pulse and flare with strange energies, and they live by draining the life force of other beings. They normally attack by flaring until a target is blinded, then engulfing it and flying off, draining its life until it is a withered husk, then returning for more. As the violet skyblob feeds, it grows ever more powerful.

A violet skyblob resembles its cousins in basic form, but it is filled with swirling and crackling bolts of plasma, bathing the landscape in waves of purple and lavender light.

Common Mutations

Some violet skyblobs mix their plasma tendrils with physical stings. Whenever the violet skyblob makes a tentacle lash attack, roll 1d6; on a roll of 1-3, it uses the following power instead:

M Stinging Tendrils • At-Will
Attack: 3; +19 vs. AC
Hit: 3d6 + 12 damage, and ongoing 10 poison damage (save ends).
First Failed Saving Throw: Target is immobilized (save ends all).




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