Wasteland Bestiary PDF
Wasteland Bestiary PDF
Wasteland Bestiary PDF
Wasteland Bestiary
Authors
David Caffee
John Wyatt
Cover Artist
Ricky Hunter
Interior Artists
Ricky Hunter
Michael Syrigos
Kurt Taylor
Aleksander Vjestica
Produced By
Glutton Creeper
Editor
Aijalyn
Games
Kohler
Print Layout
Charles Verhey
Reviewers
Scott Reid
Jason Sanford
Wayne Ward
Introduction
Creature
Index
Creature
Overview
Creature
Type
11
Challenge Rating
and Evolution
18
Exodus
Bestiary
29
Appendix A
Species Traits
91
Appendix B
Feat and Talents
96
Open
97
Gaming
License
Wasteland
Bestiary
Introduction
2012
, atomic
4
Joseph Mccurdy (order #2563451)
Creature
Index
ANACONDA 78
ANT, GIANT 30
APE 75
DOMESTOBOT 68
DONKEY 45
RAT 65
RAVEN 35
REDWOOD PUMA 49
ROBOT 67
B
BAT 31
BEAR 32
BLOODFLY 36
BOAR 37
BOVINE 38
C
CAMEL 39
CANINE 40
CHIMPANZEE 76
COBRA 80
COCKROACH, GIANT 42
COCKROACH, SPITTING 42
CONSTRICTOR 81
CROCODILE 43
E
EAGLE 33
ELEPHANT 46
F
FELINES 47
FERRET 64
FLOCK OF SEAGULLS 34
FUNGAL MASS 61
H
HANDIBOT 69
HIPPOPOTAMUS 50
HORSE 50
HYDRA 81
I
INFESTER 52
K
KILLER BEES 85
L
LIZARDS 53
LOS CRUCES 54
S
SASQUATCH 73
SCORPION, GIANT 74
SERPENT, SEA 60
SHARK 61
SNAPPER 63
SPIDER, MONSTROUS 83
SPIDER SWARM 86
SPORE 63
SWARMS 84
T
TOAD, MONSTROUS 87
V
VIPER 82
W
WASTEMOTHS 87
WOLF 88
Y
YETI 89
M
MAN-O-WAR, GIANT 57
MEATCLAW 55
MILITARY ASSAULT DRONE 71
MILITARY BATTLE DRONE 72
MONITOR 56
MONKEY 77
MONSTROUS FLYTRAP 62
MOSQUITO 85
N
NANO-MACHINE SWARM 70
O
OCTOPUS 58
OWL 34
P
POLICE ASSAULT DRONE 70
PORPOISE 59
Wasteland
Bestiary
Creature
Overview
Creature Description
Creature Type
Size
Initiative (Init)
Speed (Spd)
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Joseph Mccurdy (order #2563451)
Creature
given climb speed (or its normal land speed, whichever
is less) and makes a single Climb check at a 5 penalty.
Creatures cannot use the run action while climbing. The
creature retains its Dexterity bonus to Defense (if any)
while climbing, and opponents get no special bonus on
their attack rolls against the climbing creature.
Fly: The creature can fly at the given speed if carrying
no more than a medium load. All fly speeds include a
parenthetical note indicating maneuverability:
Perfect: The creature can perform almost any aerial
maneuver it wishes. During a movement action this
creature can maneuver at 360.
Defense
Overview
Manufactured Weapons
Creatures that use manufactured weapons follow the
same rules as characters, including those for multiple
attacks and two-weapon fighting penalties.
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Joseph Mccurdy (order #2563451)
Wasteland
Reach
A creatures reach is the distance at which it
can strike targets with its natural weapons
without needing to adjust its position on the
grid. A creature using its natural weapons
threatens all squares within its reach. When
measuring diagonally, every second square
counts as two squares. The Evolution chart
provides the typical reach for creatures of any
given size. The Overseer may adjust the values
in the table by 5 feet or +5 feet for creatures
that have less than normal or greater than
normal reach. Unlike the wielder of a reach
weapon, a creature with greater than
normal reach (more than 5 feet) can still
strike creatures next to it. A creature with
greater than normal reach usually gets an
attack of opportunity against a character
if the character approaches it, because
the character enters a square it threatens
Bestiary
before he or she can attack it. (This does not apply if the
character takes a 5-foot step.) Large or larger creatures
with reach weapons can strike targets out to double their
reach but cant strike at targets within their normal reach
or less.
A creature with a 0-foot reach must move into the fighting
space of its target to attack it, provoking an attack of
opportunity from the target as the creature enters
the targets fighting space and threatened area. Also,
creatures with 0-foot reach do not threaten the squares
around them.
Saves (SV)
Abilities
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Joseph Mccurdy (order #2563451)
Creature
A creature can speak all the languages mentioned
in its descriptive text. Any creature with an Intelligence
score of 3 or higher understands at least one language.
Skills
Overview
Evolution
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Joseph Mccurdy (order #2563451)
CREATURE
TYPES
Animal
Hit Die: d8
Animals Traits:
Weapon and Armor Proficiency: Animals are
proficient with their natural weapons only. They are not
proficient with armor. An animal trained for Fighting
(see the Animal Handling skill in the EXS) is proficient with
animal armor.
Animals
Size
Huge
Large
Medium-size
Small
Tiny
Diminutive
Str
31
23
15
11
7
3
Ability Scores
Dex Con Int Wis
8
24
2
12
10
20
2
12
12
16
2
12
14
12
2
12
16
10
2
12
18
10
2
12
Cha
6
6
6
6
6
6
Minimum
Hit Dice
8d8
4d8
2d8
1d8
d8
d8
Slam
1d6
1d4
1d3
1d2
1
Attack Types
Bite Claw Gore
2d6 2d4
2d6
1d8 1d6
1d8
1d6 1d4
1d6
1d4
1d3
1d4
1d3
1d2
1d3
1d2
1
1d2
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Joseph Mccurdy (order #2563451)
Wasteland
Animal,
Bestiary
Mutated
Keen Sight: Mutated animals have darkvision (60 feet) and low-light
vision (unless noted otherwise).
Mutated Animals
Size
Colossal
Gargantuan
Huge
Large
Medium-size
Small
Tiny
Diminutive
1
Str
47
39
31
23
15
11
7
3
Ability Scores
Dex Con Int Wis
8
32
2
12
8
28
2
12
8
24
2
12
10
20
2
12
12
16
2
12
14
12
2
12
16
10
2
12
18
10
2
12
Cha
6
6
6
6
6
6
6
6
Minimum
Hit Dice
32d10
16d10
8d10
4d10
2d10
1d10
1/2 d10
1/4 d10
Slam
2d6
1d8
1d6
1d4
1d3
1d2
1
Bite 1
4d6
2d8
2d6
1d8
1d6
1d4
1d3
1d2
Claw
2d8
2d6
2d4
1d6
1d4
1d3
1d2
1
Gore
4d6
2d8
2d6
1d8
1d6
1d4
1d3
1d2
If a Bite attack is an Animals primary and only form of attack, the attack is treated as a two-handed attack dealing 1.5 STR damage.
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Joseph Mccurdy (order #2563451)
Construct
A construct is an artificially constructed creature, such as a
robot. Before the Exodus, man created technical marvels
that did nearly any task that humanity could
accomplish from building and cleaning to war.
Some of these creations survived the EMP of
the nuclear explosions and are used by man
in the wasteland. Some constructs have
also evolved or gone rogue under a strict
set of directives that they follows.
Constructs Traits:
Weapon and Armor Proficiency: Constructs are not proficient with weapons or armor unless programmed.
Ability Scores: Constructs have no Constitution score and usually no Intelligence, Wisdom, or Charisma scores,
instead following a directive of commands.
Extra Hit Points: Constructs gain extra hit points according to size, as shown on chart below.
Darkvision: Most constructs have darkvision (60 feet).
Immunities: Constructs are immune to mind-influencing effects and to poison, sleep, paralysis, stunning, disease,
and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not
subject to critical hits, nonlethal damage, ability damage, or the effects of massive damage.
Repairable: Constructs cannot heal damage on their own but can be repaired using the Repair skill. A successful
Repair check (DC 30) heals 1d10 points of damage to a construct, and each check represents 1 hour of work. A
construct reduced to 0 hit points is immediately destroyed and cannot be repaired.
Size
Colossal
Gargantuan
Huge
Large
Medium-size
Small
Tiny
Diminutive
Fine
1
Str
50
41
33
25
17
13
9
5
3
Dex
8
8
8
10
12
14
16
18
20
Ability Scores
Con Int 1 Wis
Constructs
Cha
Minimum
Hit Dice
64d12
32d12
16d12
8d12
4d12
2d12
1d12
1/2 d12
1/4 d12
Bonus
Hit Points
160
80
40
20
10
5
Slam
4d6
2d8
2d6
1d8
1d6
1d4
1d3
1d2
1
Bite
2d6
1d8
1d6
1d4
1d3
1d2
1
Claw
2d8
2d6
2d4
1d6
1d4
1d3
1d2
1
Gore
4d6
2d8
2d6
1d8
1d6
1d4
1d3
1d2
1
Most constructs are programmed to follow a directive of commands. However, some constructs are fitted with an Artificial Intelligence processor granting them an
Intelligence score.
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Joseph Mccurdy (order #2563451)
Wasteland
Bestiary
Humanoid
A humanoid usually has two arms, two legs, and one head,
or a humanlike torso, arms, and head. A humanoid has few
or no extraordinary abilities. Humanoids are creatures that
dont fit into a playable character race, such as a Sasquatch.
Very few humanoids exist in Exodus, but those that do are
unique. Most humanoids are the creation of old Military
program failures (such as the Symbiote program) or just
plain old Mad Science experiments.
Humanoid Traits:
Size: Humanoids range from Small to Large, however some
mutations may make them huge (like King Hippo).
Humanoids
Size
Huge
Large
Medium-size
Small
1
2
Str
29
21
13
9
Dex
12
14
16
18
Ability Scores
Con Int 1 Wis 1
21 312 1215
17 312 1215
13 312 1215
11 312 1215
Cha 1
314
314
314
314
Minimum
Hit Dice
8d8
4d8
2d8
1d8
Slam2
1d8
1d6
1d4
1d3
Humanoids have a variance of mental ability score that range from animalistic to human levels of comprehension.
Unarmed attacks qualify as slam attacks that deal lethal or nonlethal damage.
Bite
2d8
2d6
1d8
1d4
Claw
2d6
2d4
1d6
1d4
Gore
2d8
2d6
1d8
1d6
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Joseph Mccurdy (order #2563451)
Creature
Types
Plant
Plant Traits:
Weapon and Armor Proficiency: Plants are proficient
with their natural weapons only. They are not proficient
with armor.
2
3
Str
47
39
31
23
15
11
7
3
1
Dex
Plants
Ability Scores
Con Int 2 Wis
28
14
24
14
20
14
16
14
12
14
10
14
10
14
10
14
10
14
Cha 3
212
212
212
212
212
212
212
212
212
Minimum
Hit Dice
32d8
16d8
4d8
2d8
1d8
1/2 d8
1/4 d8
1/8 d8
1/16 d8
Slam
4d6
2d8
2d6
1d8
1d6
1d4
1d3
1d2
1
Most plants are immobile, having no Dexterity. A few species of plants have developed modes of movement.
Most plants are mindless. However, some plants evolved to a sentient species.
Plants have a variance of Charisma to reflex the appearance of their species.
Bite
2d6
1d8
1d6
1d4
1d3
1d2
1
Claw
2d8
2d6
2d4
1d6
1d4
1d3
1d2
1
Gore
4d6
2d8
2d6
1d8
1d6
1d4
1d3
1d2
1
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Joseph Mccurdy (order #2563451)
Wasteland
Bestiary
Vermin
This creature type includes insects, arachnids, other arthropods, worms, and similar invertebrates.
The wasteland is filled with vermin of all type. In fact vermin thrive in the wasteland, outnumbering
humans by millions to one.
Vermin Traits:
Weapon and Armor Proficiency: Vermin are proficient with their natural weapons only.
Potent Venom: Medium-size or larger poisonous vermin get a bonus to the save DC of their
poison based on their size, as follows: Medium-size +2, Large +4, Huge +6, Gargantuan +8, Colossal
+10. Typical a vermins poison damage equals the same as their Slam attack value.
Darkvision: Most vermin with visual sensory organs have darkvision with a range of 60 feet.
Blindsight: Most vermin without visual sensory organs have blindsight with a range of 60 feet.
Immunities: Vermin are immune to mind-affecting effects.
Resistance to Massive Damage: Vermin gain a +5 species bonus on Fortitude saves to negate
the effects of massive damage.
Size
Colossal
Gargantuan
Huge
Large
Medium-size
Small
Tiny
Diminutive
Fine
Str
47
39
31
23
15
11
7
3
1
Vermin
Ability Scores
Dex Con Int Wis
8
26
13
8
22
13
10
18
13
12
14
13
14
10
13
16
8
13
18
8
13
20
8
13
22
8
13
Cha
6
6
6
6
6
6
6
6
6
Minimum
Hit Dice
32d8
16d8
8d8
4d8
2d8
1 d8
1/2 d8
1/4 d8
1/16 d8
Slam
2d6
1d8
1d6
1d4
1d3
1d2
1
1
Bite
4d6
2d8
2d6
1d8
1d6
1d4
1d3
1d2
1
Claw
2d8
2d6
2d4
1d6
1d4
1d3
1d2
1
Gore
4d6
2d8
2d6
1d8
1d6
1d4
1d3
1d2
1
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Joseph Mccurdy (order #2563451)
Creature
Vermin,
Types
Radioactive
Radioactive Vermin
Size
Colossal
Gargantuan
Huge
Large
Medium-size
Small
Tiny
Diminutive
Fine
Str
47
39
31
23
15
11
7
3
1
Ability Scores
Dex Con Int Wis
8
26
13
8
22
13
10
18
13
12
14
13
14
10
13
16
8
13
18
8
13
20
8
13
22
8
13
Cha
6
6
6
6
6
6
6
6
6
Minimum HD
32d10
16d10
8d10
4d10
2d10
1 d10
1/2 d10
1/4 d10
1/16 d10
Slam
2d6
1d8
1d6
1d4
1d3
1d2
1
Bite
4d6
2d8
2d6
1d8
1d6
1d4
1d3
1d2
1
Claw
2d8
2d6
2d4
1d6
1d4
1d3
1d2
1
Gore
4d6
2d8
2d6
1d8
1d6
1d4
1d3
1d2
1
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Joseph Mccurdy (order #2563451)
CHALLENGE
RATINGS
and
EVOLUTION
The following section details the breakdown of
determining a Challenge Rating (CR) of a particular
creature from creation. Each selection ties in with the
Creature Type as detailed above. Additionally some
tables below contain an Evolution column. Under
most creature statistics tables they have the ability to
Evolve to become a larger and more powerful breed
of the base creature. Evolution details the numeric
changes to hit dice, physical statistics, size, speed,
and changes to the base CR. Use the following chart
and formulae to determine the new CR of a creature
when evolving or when creating new creatures to
challenge your players.
CREATURE
BUILDING
Creature creation is an important part of any OGL
compatible role-playing game, as it allows the Overseer to
alter and create new and unique creatures as well as nonplayer characters for the player characters to encounter and
overcome. The following sections detail the creation and
building of a creature from determining Challenge Rating
(CR) and Combat Encounter Level (CEL) suitable in the
Exodus world to the value of Experience (XP) Earned from
defeating said created creature.
Step 1: Concept
The first step of creating an Exodus creature is the concept.
First, select the type of creature (see the Creature Type
section). Creature Type determines fixed Ability Scores and
common Species Traits associated with a particular type.
Second, assign a physical description and, if needed, an
ecology to the creature.
19
Wasteland
Step 2-5: Base Attack
Select a Base Attack Progression for the
creature. Each Creature Type is listed with a CR
adjustment, add the adjustment to the CR from
Step 2-4. A different Base Attack Progression can
be selected instead of the typical creature type
listed to reflect a more or less powerful version
of the creature.
Bestiary
Step 2-7: Species and Evolution Traits
Select any additional Evolution and Species Traits to
add to the creature and add the selected CR values to
the Adjusted CR from Step 2-6. Round the result to the
closest whole number to determine the final CR of the
creature.
Examples:
NPC Creature with Class Levels
Creature
Species Traits
Darkvision (Ex): Giant ants have 120 ft. darkvision.
Heavy Load: Giant ants can carry, drag, or push ten times its normal load.
Immune to Radiation: Giant ants are immune to the harmful effects of radiation.
Stability: Due to its multiple legs; a giant ant gains a +6 bonus to oppose bull rush and trip attempts.
Skill Bonuses: Giant ants receive a +8 species bonus on Climb checks. They use their Dexterity modifier
for Climb checks.
Bonus Feat: Giant ants gain the bonus feat Weapon Focus (bite).
20
Joseph Mccurdy (order #2563451)
Creature
Creature Type
Creature Type
Speed
CR
Construct
Swarm
+1.9
+0.4
Speed CR
0
10
20
30
40
50
60+
Size
Building
Attack/
CR Defense Grapple Hide
FS(reach)
Modifier Modifier Modifier
2
1.5
1
+0
+0.25
+0.5
+1
Evolution1
Fine
5
+8
16
+16
1/256ft.sq.
Diminutive 4
+4
12
+12
1/16ft.sq.2
+2STR
Tiny
3
+2
8
+8
ft.sq.2
+4STR,2DEX
Small
2
+1
4
+4
5ft.sq.
+4STR,2DEX,+2CON,+1NaturalArmor
Medium
1
+0
+0
+0
5ft.sq.
+4STR,2DEX,+4CON,+1NaturalArmor
Large
+0
1
+4
4
10ft.sq.(10ft.) +8STR,2DEX,+4CON,+1NaturalArmor
Huge
+1
2
+8
8
15ft.sq.(15ft.) +8STR,2DEX,+4CON,+1NaturalArmor
Gargantuan +2
4
+12
12
20ft.sq.(20ft.) +8STR,+4CON,+1NaturalArmor
Colossal
+3
8
+16
16
25ft.sq.(25ft.) +8STR,+4CON,+1NaturalArmor
1EvolutionAbilityStatsandNaturalArmorarecumulativewitheachSizeadvancement.
2Thissizedcreaturehasnoreachandmusttouchatargetinordertomakeanattackroll(whichprovokesanattackofopportunity),unlessaspecial
qualitystatesotherwise.AdditionallyanumberofthesecreaturesthatequalFS1canoccupya5ft.footsquarewithoutsqueezingintothesquare.
Hit Dice
DiceType CR
HitDice
D4
D6
D8
D10
D12
ofdietype +0.06
ofdietype +0.12
1+
+0.25
2
1
+0
+0.25
+0.5
CR/HD
21
Wasteland
BaseAttackBonus
Animal
Humanoid
Species
Radioactive
Vermin
Vermin
HitDice CR0.5
CR+0
1
+0
+0
2
+0
+1
3
+1
+2
4
+1
+3
5
+2
+3
6
+2
+4
7
+3
+5
8
+4
+6/+1
9
+4
+6/+1
10
+5
+7/+2
11
+5
+8/+3
12
+6/+1
+9/+4
13
+6/+1
+9/+4
14
+7/+2
+10/+5
15
+7/+2
+11/+6/+1
16
+8/+3
+12/+7/+2
17
+8/+3
+12/+7/+2
18
+9/+4
+13/+8/+3
19
+9/+4
+14/+9/+4
20
+10/+5 +15/+10/+5
Plant
Construct
Mutated
Animal
CR+0.5
+1
+2
+3
+4
+5
+6/+1
+7/+2
+8/+3
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
+16/+11/+6/+1
+17/+12/+7/+2
+18/+13/+8/+3
+19/+14/+9/+4
+20/+15/+10/+5
Bestiary
The BAB columns listed are not set in stone for a
particular Creature Type, but recommended for the
average wasteland creature. The Overseer may choose
to tweak a creatures BAB from the base Creature Type to
increase or reduce efficiency in combat.
As a general rule only constructs (programmed for war),
humanoids, or sentient creatures with low or above
Intelligence (7+) gain secondary or more progressive
attacks. An Overseer can make exceptions for overly
aggressive opponents such as the Meatclaw, found under
Lizards later in the book.
Saving Throws
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Joseph Mccurdy (order #2563451)
Creature
Building
Example: A creature taking Option 2 takes for Save 1 (Fortitude), for Save 2 (Will), and for Save 3 (Reflex). This
option is now fixed for the creature as denoted in the choice of column pick per level.
SavingThrow
Species
Hit
Dice
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Bad
Humanoid
Plant
Vermin
0.25CR
+0CR
Construct
1CR
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Animal
0.5CR
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+7
+0 +0 +1
+0 +0 +2
+1 +1 +2
+1 +1 +2
+1 +1 +3
+2 +2 +3
+2 +2 +4
+2 +2 +4
+3 +3 +4
+3 +3 +5
+3 +3 +5
+4 +4 +6
+4 +4 +6
+4 +4 +6
+5 +5 +7
+5 +5 +7
+5 +5 +8
+6 +6 +8
+6 +6 +8
+6 +6 +9
Average
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+1 +1
+2 +2
+2 +2
+2 +2
+3 +3
+3 +3
+4 +4
+4 +4
+4 +4
+5 +5
+5 +5
+5 +5
+6 +6
+6 +6
+6 +6
+7 +7
+7 +7
+7 +8
+8 +8
+8 +8
Good
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+0 +2
+0 +3
+1 +3
+1 +4
+1 +4
+2 +5
+2 +5
+2 +6
+3 +6
+3 +7
+3 +7
+4 +8
+4 +8
+4 +9
+5 +9
+5 +10
+5 +10
+6 +11
+6 +11
+6 +12
Better
Mutated
Animal
Radioactive
Vermin
+0.5CR
+1CR
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+1 +2 +1 +1 +1
+2 +3 +2 +2 +2
+2 +3 +2 +2 +2
+2 +4 +2 +2 +2
+3 +4 +3 +3 +3
+3 +5 +3 +3 +3
+4 +5 +4 +4 +4
+4 +6 +4 +4 +4
+4 +6 +4 +4 +4
+5 +7 +5 +5 +5
+5 +7 +5 +5 +5
+6 +8 +6 +6 +6
+6 +8 +6 +6 +6
+6 +9 +7
+7
+7
+7 +9 +7
+7
+7
+7 +10 +8 +8 +8
+8 +10 +8 +8 +8
+8 +11 +9
+9
+9
+8 +11 +9
+9
+9
+9 +12 +10 +10 +10
Great
Awesome
23
Joseph Mccurdy (order #2563451)
Wasteland
Bestiary
EvolutionandSpeciesTraits
Traits
CR
AbilityScores
IncreasetoCreatureTypestats
Mindless(INT0)
Attacks
BonustoAttackRoll1
Bonus/ExtraAttack1
BreatheWeapon
Constrict
Damage2
Disease3
ImprovedGrab
Poison3
Pounce
RadioactiveStrike
Rake/Rend
StatusEffect
SwallowWhole
TailSweep
Trample
+0.2/point
1
+0.2/+1toattack
+0.4
+0.2
+0.01/pointofaveragedamage
+0.01/pointofaveragefullattackdamage
PrimaryDamage+0.4/pointofaverageabilitydamage
SecondaryDamage+0.2/pointofaverageabilitydamage
+0.2
PrimaryDamage+0.5/pointofaverageabilitydamage
SecondaryDamage+0.25/pointofaverageabilitydamage
+0.2
+0.01/pointofaverageRADdamage
+0.5
+0.5
+0.01/pointofaveragedamage
+0.01/pointofaveragedamage
+0.01/pointofaveragedamage
1DonotaddtoCRvalueiftheextraattackisgainedthroughafeat,talent,ortrait.
2Thedamageacreaturedealsisbasedonitsfullattackaverage(withSTR,butbeforemodifiedbyfeats,talents,ortraits).
3Ifastatuseffectresultsinsteadofabilitydamage,usethestatuseffectCRinstead.
Defense
Equipment/NaturalArmor4
DamageReduction
Hardness
+0.1/point
+0.1/pointofDR
+0.1/point
4OnlycountNaturalArmoroutsideofbonusesprovidedbyCreatureTypeorSize.
Equipment
EquipmentPossessed
+0.01/100steeltimesHD
24
Joseph Mccurdy (order #2563451)
EvolutionandSpeciesTraits
Traits
CR
GeneralTraits
AbilityScores
IncreasetoCreatureTypestats
+0.2/point
Blindsense
+0.2
Blindsight
+0.2
Mindless(INT0)
1
Darkvision
+0.2
Attacks
Distraction
+0.5
1
BonustoAttackRoll
+0.2/+1toattack
FearAura
+0.5
1
Bonus/ExtraAttack
+0.4
5
Feat
+0.1
BreatheWeapon
+0.2
FrightfulPresence
+0.5
Constrict
+0.01/pointofaveragedamage
LowLightVision
+0.1
2
Damage
+0.01/pointofaveragefullattackdamage
Scent
+0.2
3
Disease
PrimaryDamage+0.4/pointofaverageabilitydamage
Stability
+0.4
SecondaryDamage+0.2/pointofaverageabilitydamage
SkillBonus
+0.02/skillpoint
ImprovedGrab
+0.2
63
Talent
+0.5
Poison
PrimaryDamage+0.5/pointofaverageabilitydamage
Trained(HandleAnimal)
+0.5
SecondaryDamage+0.25/pointofaverageabilitydamage
Trick(HandleAnimal)
+0.1/trick
Pounce
+0.2
Tremorsense
+0.1
RadioactiveStrike
+0.01/pointofaverageRADdamage
5ACreaturecannothavemorethanofitsHitDiceinbonusorextraFeatsoutsideofbonusesprovidedbyCreatureType.
Rake/Rend
+0.5
6ACreaturecannothavemorethanofitsHitDiceinbonusTalentsoutsideofbonusesprovidedbyCreatureType.
StatusEffect
+0.5
Immunities
SwallowWhole
+0.01/pointofaveragedamage
Bullrush/Grappled/Tripped
+0.3
TailSweep
+0.01/pointofaveragedamage
CannotbeFlanked
+0.2
Trample
+0.01/pointofaveragedamage
1
CriticalHits/MassiveDamage
+0.5
DonotaddtoCRvalueiftheextraattackisgainedthroughafeat,talent,ortrait.
2
Thedamageacreaturedealsisbasedonitsfullattackaverage(withSTR,butbeforemodifiedbyfeats,talents,ortraits).
Disease
+0.2
3Ifastatuseffectresultsinsteadofabilitydamage,usethestatuseffectCRinstead.
EnergyResistance
+0.5(totalimmunity)or0.02/point
Defense
MassiveDamageResistance
+0.01/point
4
MindAffectingEffects
+0.5
Equipment/NaturalArmor
+0.1/point
DamageReduction
+0.1/pointofDR
Poison
+0.2
Hardness
+0.1/point
Radiation
+1(totalimmunity)or+0.1/250RAD
4
OnlycountNaturalArmoroutsideofbonusesprovidedbyCreatureTypeorSize.
Sleep/Paralysis/Stun
+0.3
WeaponResistance
+0.6
Equipment
EquipmentPossessed
+0.01/100steeltimesHD
Movement
Burrow
+0.2
Climb
+0.2
Flight
+0.2
Swim
+0.2
Vulnerabilities
CannotHealNaturally
1
LightSensitivity
0.1
Vulnerabilitytoanenergyattack
0.5
Vulnerabilitytoanattacktype
0.5
25
Joseph Mccurdy (order #2563451)
ENCOUNTER
LEVELS
CEL
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
1
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
NumberofCreaturesofsameCR
2 3 4 5 6 7 8 9
1 2 3
1 1 2 3
2 1 1 2 3
3 2 1 1 2 3
4 3 2 1 1 2
5 4 3 2 1 1
6 5 4 3 2 1
7 6 5 4 3 2 1
8 7 6 5 4 3 2 1
9 8 7 6 5 4 3 2
10 9 8 7 6 5 4 3
11 10 9 8 7 6 5 4
12 11 10 9 8 7 6 5
13 12 11 10 9 8 7 6
14 13 12 11 10 9 8 7
15 14 13 12 11 10 9 8
16 15 14 13 12 11 10 9
17 16 15 14 13 12 11 10
18 17 16 15 14 13 12 11
19 18 17 16 15 14 13 12
10
3
2
1
1
2
3
4
5
6
7
8
9
10
11
27
Joseph Mccurdy (order #2563451)
Wasteland
Bestiary
Combat is only a portion of the challenge the characters must face while adventuring in the wasteland.
Other challenges, such as environmental dangers and skill-based challenges in the wasteland are detailed
in the Overseers Guide. It is recommended that the total of all EL challenges not exceed 4 times the
Average Party Level, as detailed below.
Average Party Level (APL): To determine APL, add together all of the player character levels
including any animals CR (that is not an Advanced Class feature) or NPCs that are aiding the
characters, and divide by the number of characters, assisting creatures, and NPC to determine the APL
of the group. APL plays a factor in the number of Creature XP earned, and represents the challenge
presented by the group.
Challenging the players can be a difficult balancing act based on the genetic makeup of the group. The
following chart details the levels of challenge that the character can face and the expected outcome of an
average combat encounter.
Difference
3
2
1
0
+1
+2
+3
+4
+5
Challenge
None
VeryEasy
Easy
Normal
Difficult
Hard
Extreme
Deadly
Fatal
APLvs.CEL
Outcome
Noinjuries
Minorinjuriesifany
Someminorinjuries
Minortomoderateinjuries
Moderateinjuries,expectonecharactertofallunconscious
Moderateinjuries,onecharactermayperish
Criticalinjuries,multiplecharactersmayperish
Criticalinjuries,mostcharacterswillperish
Fatalinjuries,allcharactersshouldperish
CREATURE
EXPERIENCE
Creature Experience (XP) is a reward player characters receive when a creature encounter is defeated. All
XP earned goes toward a character race level as detailed in the revised EXSG. Exodus uses a different
form of experience than the 3/3.5 D&D Dungeon Masters Guide or d20 Modern Core Rulebooks (the
experience mechanic in these two core rulebooks may be used in place of what is presented below).
Each creature in Exodus has an experience value listed in the creatures statistic block entry. The
formula for new creations and evolved creatures is the same.
Creature XP = CEL (plus/minus difference of APL) times total HP of the creatures or NPCs
Example 1: Four player characters, of 1st level (APL 1), are attacked by a group of four mediumsized canines (CEL 4), while exploring the wasteland. The characters are successful in defeating
the canines (13 hp) in combat. The canines experience point value for the encounter equals
(4 CEL plus (4 CEL 1 APL) times (13 hp times 4 creatures)) 4+3 x 52 = 364 XP gained for the
characters to split.
Example 2: Four player characters, of 14th level (APL 14), are attacked by a Meatclaw Lizard
(CEL/CR 12) while exploring a radioactive toxic waste dump (CEL +1). The characters manage
to defeat the Meatclaw (115 hp) in combat. The combat experience points value for the
encounter equals (13 minus 1 times 115) 1380 XP gained for the characters to split.
When gaining Experience Points, all characters that are actively involved in the conflict receive an
equal spilt of the XP. This is done by dividing the total number of XP earned by the number of
characters figured into the APL.
28
Joseph Mccurdy (order #2563451)
Exodus
Bestiary
This chapter serves to provide an Overseer with a wide
variety of nasty creatures with which to populate the
Wastelands. Aside from dozens and dozens of ready-made
creatures, there are also templates and new creature types
that an Overseer can use to create unique monsters or beef
up existing creatures. The critters detailed below are all
suitable for a campaign set in the deep wastes or urban
ruins of the Exodus world. The Overseer is encouraged to
pick and choose from among these entries in order to create
a set of creatures that is both appropriate to the level of the
player characters and consistent with the mood, style, and
theme of your Exodus campaign.
ALIEN
Physical Description
PROBE
Ecology
AlienProbe(CR6)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(16)
Feats(2)
Evolution
SmallConstruct
8d12+5
57
+13
Fly400ft(perfect)
24(+4armor,+9Dex,+1size)
20
11
+7
+3
Shock+17rangedtouch
(2d6electricity)
SeeAttack
5ft.sq./5ft.
Actiniclight(DC14)
Construct
Darkvision60ft.
Shock
SupersonicSpeed
Fort,Ref+13,Will
Str5,Dex28,Con,
Int,Wis,Cha
Search+8,
Spot+8
Dodge,
ImprovedInitiative
None
Species Traits
29
Wasteland
Ecology
ANT,
GIANT
WorkerAnt,Giant(CR1)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
Skills(8)
Feats
Evolution
Species Traits
Physical Description
SavingThrows
AbilityScores
Bestiary
SmallRadioactiveVermin
2d102
8
9
+1
30ft
19(+3Dex,+5natural,+1size)
13
16
+1
3
Bite+3melee(1d4+RAD)
Seeattack
5ft.sq./5ft.
Darkvision,
HeavyLoad,
ImmunetoRadiation,
NaturalClimber,
RadioactiveStrike,
ResistancetoMAS,
Stability
Fort+2,Ref+3,Will+3
Str11,Dex16,Con8,
Int,Wis13,Cha6
Climb+12
Search+4
WeaponFocus(bite)
36HD(small)
712(medium)
Heavy Load: Giant ants can carry, drag, or push ten times
its normal load.
Immune to Radiation: Giant ants are immune to the
harmful effects of radiation.
SoldierAnt,Giant(CR3)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(12)
Feats
Evolution
MediumRadioactiveVermin
4d10+0
22
10
+1
40ft
19(+3Dex,+6natural)
13
16
+3
+0
Bite+4melee(1d6+3plusRAD)
SeeAttack
5ft.sq./5ft.
Darkvision,
HeavyLoad
ImmunetoRadiation
NaturalClimber
RadioactiveStrike
ResistancetoMAS
Stability
Fort+3,Ref+3,Will+3
Str16,Dex14,Con10,
Int,Wis13,Cha6
Climb+14
Search+6
WeaponFocus(bite)
WeaponSpecialization(bite)
58HD(medium)
912HD(large)
30
Joseph Mccurdy (order #2563451)
BAT
Physical Description
Ecology
BatSwarm(CR2)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(12)
Feats
Evolution
DiminutiveVerminSwarm
4d84
14
+5
Fly50ft.(good)
14(+5Dex,1size)
14
9
Swarm(Distraction)
SeeAttack
10ftsq/0ft
Distraction
Blindsight60ft.
ResistancetoMAS
SwarmTraits
Fort+3,Ref+6,Will+2
Str1,Dex20,Con8,
Int,Wis13,Cha6
Listen+11
Spot+11
None
VampireBatSwarm(CR4)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(16)
Feats
Evolution
DiminutiveVerminSwarm
6d8
27
+5
Fly50ft.(good)
14(+3Dex,+2natural,1size)
12
11
Swarm(3d6+BloodLossandDistraction)
SeeAttack
10ftsq/0ft
Bloodloss
Distraction
Blindsight60ft.
ResistancetoMassiveDamage,
SwarmTraits
Fort+6,Ref+7,Will+3
Str3,Dex20,Con12,
Int,Wis13,Cha6
Listen+13
Spot+13
None
Species Traits
31
Wasteland
30 feet. Ultrasonic noise forces the bat to rely on its weak
vision, which has a maximum range of 5 feet.
Swarm Traits:
A swarm takes half damage from
cutting and piercing attacks. The swarm cannot
be tripped, grappled, or bull-rushed, nor can the
swarm grapple an opponent. It is immune to effects
that target an individual creature or a set number of
creatures. The swarm takes half again as much damage
from area effects. Swarms move freely in and out of
occupied squares and they can occupy any square. A
swarm can squeeze through any opening that is large
enough for a single member. A swarm still provokes
attacks of opportunity from movement but it cannot
make attacks of opportunity, and does not threaten
any squares.
BlackBear(CR3)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(18)
Feats
Evolution
MediumAnimal
6d8+24
51
18
+1
40ft.
16(+1Dex,+5natural)
11
15
+4
+9
Claw+9melee(1d4+5)
Claw+9melee(1d4+5)
Claw+9melee(1d4+5)
Bite+7melee(1d6+2)
10ftsq./10ft
ImprovedGrab,
LowlightVision,
Scent
Fort+7,Ref+4,Will+3
Str20,Dex12,Con18,
Int2,Wis12,Cha6
Climb+11,
Listen+7,
Spot+7
MultiAttack
712HD(Large)
Bestiary
Physical Description
BEAR
Ecology
GrizzlyBear(CR4)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(22)
Feats
Evolution
Largeanimal
8d8+40
76
20
+0
40ft.,
Swim20ft
15(+1Dex,+5natural,1size)
10
14
+6
+18
Claw+13melee(1d6+8)
Claw+8melee(1d6+8)
Claw+8melee(1d6+8)
Bite+6melee(1d8+4)
10ftsq./10ft
Improvedgrab,
LowlightVision,
Scent
Fort+9,Ref+4,Will+3
Str26,Dex10,Con20,
Int2,Wis12,Cha6
Listen+7,
SenseMotive+6,
Spot+7,
Swim+21
Endurance,
MultiAttack,
Run
916(Huge)
32
Joseph Mccurdy (order #2563451)
Bestiary
Eagle(CR)
Bears are hunted for their meat and fur. Tribals are
known to value the teeth and claws of bears, using them
as jewelry, decorations, and weapons. A properly cured
bear skin will fetch a price of 500 steel coins in a wasteland
settlement. Skinning a bear requires a Survival check DC
22.
Species Traits
Improved Grab: To use this ability, the bear must hit with
a claw attack.
Low-Light Vision: Bears can see twice as far as a human
in starlight, moonlight, torchlight, and similar conditions
of poor illumination. They retain the ability to distinguish
color and detail under these conditions.
Scent: This ability allows a bear to detect approaching
enemies, sniff out hidden foes, and track by sense of smell.
BIRDS OF
PREY
Physical Description
EAGLE
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(10)
Feats
Evolution
Smallanimal
2d8+2
11
12
+2
Fly80ft.(average)
14(+2Dex,+1natural,+1size)
13
12
+1
3
+4melee(1d3,claw)
Claw+4melee(1d3)
Claw+4melee(1d3)
Bite1melee(1d4)
5ft.sq./5ft.
Superiorlowlightvision
Fort+3,Ref+4,Will+0
Str11,Dex14,Con12,
Int2,Wis14,Cha6
Hide+9,
Listen+5,
Spot+6(+14duringdaylight)
WeaponFinesse(biteandclaw)
36HD(Medium)
pigeons are plentiful game for owls and falcons and these
raptors then become prey for the eagles. Having these large
birds near human settlements is a dangerous situation.
Ruined buildings make excellent places for the eagles to
build their nests and this invites them into direct conflict
with humans. Eagles and other birds do not generally attack
humans but may become aggressive when protecting their
nesting sites. Eagle feathers are a sacred symbol among the
Tribal Nation and they are very protective of eagles within
their territory.
Species Traits
Ecology
33
Wasteland
FLOCK OF
SEAGULLS
Physical Description
FlockofSeagulls(CR3)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(16)
Feats
Evolution
TinyAnimalSwarm
5d8
22
Bestiary
a creature with a 15-foot space. Swarms never make
attacks of opportunity, but they can provoke attacks of
opportunity.
+2
Fly40ft.(average)
13(+3Dex,2size)
11
10
Swarm(2d8)
SeeAttack
15ft.sq/0
Swarm
Fort+3,Ref+6,Will+2
Str7,Dex16,Con10,
Int2,Wis13,Cha6
Listen+10
Spot+10
610HD(GargantuanSwarm)
Ecology
Physical Description
OWL
Ecology
Owl(CR1)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(8)
Feats
Evolution
Tinyanimal
d8
2
10
+4
Fly40ft.(average)
18(+4Dex,+2natural,+2size)
16
14
+0
10
Claw+6melee(1d21)
SeeAttack
2ft./0
Lowlightvision
Fort+1,Ref+5,Will+2
Str8,Dex18,Con10,
Int2,Wis14,Cha4
Listen+12,
MoveSilently+20,
Spot+6(+14darkness)
WeaponFinesse(claw)
1HD(Tiny);
2HD(Small);
34HD(Medium)
34
Joseph Mccurdy (order #2563451)
Bestiary
Species Traits
Physical Description
RAVEN
Ecology
Species Traits
Raven(CR3)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(8)
Feats
Evolution
Tinyanimal
1/4d8
1
10
+3
Fly50ft.(average)
15(+3Dex,+2size)
15
12
+0
9
Claw+5melee(1d21)
SeeAttack
2ft./0
Fort+1,Ref+4,Will+1
Str7,Dex16,Con10,
Int2,Wis12,Cha6
Listen+5,
Spot+5
WeaponFinesse(claw)
1/2HD(Small);
1HD(Mediumsize);
24HD(Large)
3
+.06
+.5
+0
.01
.25
+0
+.1
2.58
35
Joseph Mccurdy (order #2563451)
Wasteland
Bestiary
a state of torpor until the temperature changes.
BLOODFLY
Species Traits
Physical Description
These insatiable flying insects range from the normalsized fly to the size of a coin. The long, narrow body of
a bloodfly ends in a needle sharp mouth that is used to
skewer prey and then bleed them dry. Bloodflies have
four large wings and bear a superficial resemblance to
the common housefly of preExodus times.
BloodflySwarm(CR2)
Ecology
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
FineRadioactiveVerminSwarm
3d103
14
+6
Fly50ft.(perfect)
16(+6Dex)
16
10
Swarm(2d4plusblooddrain)
SeeAttack
10ft.sq./0
Blooddrain,
Darkvision60ft.,
Distraction
Resistancetomassivedamage,
SwarmTraits
Fort+2,Ref+8,Will+1
Str1,Dex22,Con8,
Int,Wis13,Cha6
46HD(HugeSwarm)
Distraction:
Any
individual
susceptible
to the swarms attacks
who begins his round in
the swarms square must
make a Fortitude saving
throw (DC 15) or become
nauseated for 1 round.
Complex actions when
within the swarm require
a DC 16 concentration
check.
Immunities: Bloodflies
are immune to mindaffecting effects and
harmful
effect
of
radiation.
Resistance to Massive
Damage:
Bloodfly
swarms gain a +5 species
bonus on Fortitude saves
to negate the effects of
massive damage.
Swarm Traits:
A swarm takes half damage from cutting and
piercing attacks. The swarm cannot be tripped,
36
Joseph Mccurdy (order #2563451)
Bestiary
grappled, or bull-rushed, nor can the swarm grapple an
opponent. It is immune to effects that target an individual
creature or a set number of creatures. The swarm takes
half again as much damage from area effects. Swarms move
freely in and out of occupied squares and they can occupy
any square. A swarm can squeeze through any opening that
is large enough for a single member. A swarm still provokes
attacks of opportunity from movement but it cannot make
attacks of opportunity, and does not threaten any squares.
Physical Description
BOAR
Ecology
Wild boars are hunted for their meat and skins, though
some people keep them around to dispose of garbage, dead
bodies, and the like. An adult boar yields enough salt cured
pork to sell for 50 steel coins.
Species Traits
Boar(WildPig)(CR1)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(12)
Feats
Evolution
Mediumanimal
3d8+9
23
17
+1
40ft.
16(+6natural)
10
16
+2
+5
Gore+5melee(1d6+3)
SeeAttack
5ft.sq./5ft.
Ferocity,
Lowlightvision,
Scent
Fort+5,Ref+3,Will+2
Str16,Dex12,Con17,
Int2,Wis12,Cha6
Listen+7,
Spot+7
46HD(Medium)
37
Joseph Mccurdy (order #2563451)
Wasteland
BOVINE
Physical Description
Ecology
Species Traits
Bestiary
Bovine(CR2)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(16)
Feats
Evolution
Largeanimal
5d8+25
48
20
+0
40ft
12(+3natural,1size)
9
12
+3
+13
Butt+5melee(1d8+6)
10ft.sq./5ft.
Overlandtravel,
Stampede
Fort+8,Ref+3,Will+2
Str23,Dex10,Con20,
Int2,Wis12,Cha6
Listen+9,
Spot+9
610HD(Large)
38
Joseph Mccurdy (order #2563451)
Bestiary
Camel,OneHumped(CR2)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(12)
Feats
Evolution
Largeanimal
3d8+15
29
20
+3
50ft.
15(+3Dex,+3natural,1size)
12
12
+2
+10
Bite+3melee(1d8+2)
SeeAttack
10ft.sq./5ft.
Lowlightvision,
Overlandtravel,
Scent
Fort+5,Ref+6,Will+1
Str18,Dex16,Con20,
Int2,Wis12,Cha6
Listen+9,
Spot+9
Alertness,
Endurance
Physical Description
CAMEL
Ecology
Combat
A camels bite is treated as a secondary attack and adds only
half the camels Strength bonus to the damage roll.
Species Traits
39
Joseph Mccurdy (order #2563451)
Wasteland
Bestiary
CANINE
Physical Description
Ecology
Species Traits
Dog,Small(CR1)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(8)
Feats
Evolution
SmallAnimal
1d8+1
6
12
+2
40ft.
14(+2Dex,+1natural,+1size)
13
12
+0
4
Bite+1melee(1d4)
SeeAttack
5ft.sq./5ft.
Scent
Fort+2,Ref+3,Will+1
Str11,Dex14,Con12,
Int2,Wis12,Cha6
Jump+4,
Listen+3,
Spot+3,
Survival+1(+5scent),
Swim+2
40
Joseph Mccurdy (order #2563451)
Bestiary
MutantCanine(CR3)
Dog,MediumSized(CR0)
Dog,Trained(CR1)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
Skills(14)
Feats
Evolution
Mediumanimal
4d8+12
30
17
+3
40ft.
15(+3Dex,+2natural)
13
12
+3
+8
+9melee(1d6+5)
SeeAttack
5ft.sq./5ft
Scent
Fort+5,Ref+5,Will+3
Str20,Dex16,Con17,
Int2,Wis14,Cha6
Jump+8,
Listen+5,
Spot+5,
Survival+6(+10track),
Swim+6
Improvedtrip,
WeaponFocus(bite)
Skills(10)
Feats
Evolution
MediumAnimal
2d8+6
15
16
+3
40ft.
13(+2Dex,+1natural)
12
11
+1
+4
Bite+3melee(1d6+3)
SeeAttack
5ft.sq./5ft.
Scent
Fort+5,Ref+5,Will+1
Str16,Dex16,Con16,
Int2,Wis12,Cha6
Jump+4,
Listen+3,
Spot+3,
Survival+3(+7scent),
Swim+5
SavingThrows
AbilityScores
Skills(10)
Feats
Evolution
Mediumanimal
2d8+6
15
16
+1
40ft.
14(+1Dex,+3natural)
12
14
+1
+3
+3bite(1d6+2)
SeeAttack
5ft.sq./5ft
Scent,
Trained
Fort+5,Ref+3,Will+2
Str15,Dex12,Con16,
Int2,Wis14,Cha6
Jump+4,
Listen+6,
Spot+6,
Survival+8(+12track),
Swim+4
Alertness
41
Joseph Mccurdy (order #2563451)
Wasteland
Bestiary
COCKROACH,
GIANT
Physical Description
Cockroach,Giant(CR0)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(6)
Feats
Evolution
TinyRadioactiveVermin
1d10+1
7
12
+4
50ft.
19(+4Dex,+3natural,+2size)
16
15
PDR/5
+0
10
Bite+0melee(1d32)
SeeAttack
2ft.sq./0
Darkvision,
ImmunetoRadiation,
NaturalClimber,
Stability
Fort+3,Ref+5,Will+1
Str7,Dex18,Con12,
Int,Wis13,Cha2
Climb+12,
Search+7
24HD(small)
Ecology
Species Traits
COCKROACH,
SPITTING
Physical Description
42
Joseph Mccurdy (order #2563451)
Bestiary
Ecology
Species Traits
SpittingCockroach,Giant(CR2)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(12)
Feats
Evolution
MediumRadioactiveVermin
4d10+4
26
11
+3
40ft.
18(+3Dex,+5natural)
13
15
PDR/5
+3
+5
Bite+5melee(1d6+2)or
AcidSpit+6range(2d6)
SeeAttack
5ft.sq./5ft.
Acidspit,
Darkvision,
ImmunetoRadiation,
NaturalClimber,
Stability
Fort+5,Ref+5,Will+2
Str14,Dex16,Con12,
Int,Wis13,Cha2
Climb+12,
Search+12
58HD(medium)
CROCODILE
Physical Description
Ecology
Wasteland
Bestiary
Species Traits
Aquatic: Crocodiles can move in water without making Swim checks and cannot drown in water.
Improved Grab: To use this ability, a crocodile must hit an
opponent of its size or smaller with its bite attack. It can then
attempt to start a grapple as a free action without provoking
an attack of opportunity. If it gets a hold, the crocodile grabs
the opponent with its mouth and drags it into deep water,
attempting to pin it to the bottom. If a mutant gator establishes
a hold and can try to swallow whole the grappled opponent on
the following round.
Low-Light Vision: Crocodiles can see twice as far as a human in
starlight, moonlight, torchlight, and similar conditions of poor
illumination. They retain the ability to distinguish color and
detail under these conditions.
MutantGator(CR3)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
+0
1.5
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(14)
Feats
LargeMutatedAnimal
4d10+20
34
20
+2
20ft.,
Swim20ft.
15(+1Dex,+5natural,1size)
11
14
PDR/2
+4
+15
Bite+11melee(1d8+10)
SeeAttack
10ft.sq./5ft.
Aquatic,
ImprovedGrab,
LowLightVision
SwallowWhole(2d6+7)
Fort+9,Ref+2,Will+2
Str24,Dex10,Con20,
Int2,Wis12,Cha6.
Hide+4(+15submerged)
Listen+8,
Spot+8,
Swim+26
Alertness,
SkillFocus(Hide),
WeaponFocus(Bite)
58(Large)
916(Huge)
Skill Bonus:
Crocodiles and Gators gain a +12 species bonus on Hide checks
Evolution
when submerged and has a +8 racial bonus on any Swim check
to perform some
special action or Crocodile,Medium(CR1)
Crocodile,Huge(CR4)
avoid a hazard.
Size
MediumAnimal
Size
HugeAnimal
3d8+9
HitDice
8d8+56
It can always HitDice
HitPoints
23
HitPoints
92
choose to take
MassiveDamage
MassiveDamage
16
24
10 on a Swim
Threshold
Threshold
check,
even
Initiative
+1
Initiative
+0
20ft.,
Speed
20ft.,
if distracted or Speed
Swim30ft.
Swim30ft.
endangered. It can
Defense
15(+1Dex,+4natural)
Defense
15(+7natural,2size)
use the run action
Touch
11
Touch
8
while
swimming,
Flatfooted
14
Flatfooted
15
DamageReduction
PDR/2
DamageReduction
PDR/2
provided it swims
BaseAttackBonus
+2
BaseAttackBonus
+6
in a straight line.
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(12)
Feats
Evolution
+10
bite+7melee(1d6+6)
SeeAttack
5ft.sq./5ft.
Aquatic,
ImprovedGrab,
LowLightVision
Fort+5,Ref+3,Will+3
Str18,Dex12,Con16,
Int2,Wis14,Cha6
Hide+5(+13submerged),
Listen+6,
Spot+6
Swim+20
WeaponFocus(bite)
45HD(Mediumsize);
67HD(Large)
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(18)
Feats
Evolution
.8
.1
.2
0
.14
.2
.2
.1
.17
.5
.2
.2
.3
3.01
+25
+16melee(2d6+16,bite)
SeeAttack
15ft.sq./10ft.
Aquatic,
ImprovedGrab,
LowLightVision
Fort+4,Ref+4,Will+2
Str32,Dex10,Con24,
Int2,Wis12,Cha6
Hide+0(+12submerged),
Listen+7,
Spot+7,
Swim+27
WeaponFocus(bite)
916HD(Huge);
1732HD(Gargantuan)
44
Joseph Mccurdy (order #2563451)
Bestiary
Species Traits
DONKEY
Physical Description
Ecology
Donkey(CR0)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(10)
Feats
Evolution
Mediumanimal
2d8+6
15
16
+1
40ft.
13(+1Dex,+2natural)
11
12
+1
+3
Bite+3melee(1d6+2)
SeeAttack
5ft.sq./5ft.
Lowlightvision,
Scent
Fort+4,Ref+3,Will+1
Str15,Dex12,Con16,
Int2,Wis12,Cha6
Balance+8,
Listen+6,
Spot+6
Alertness
45
Joseph Mccurdy (order #2563451)
Wasteland
ELEPHANT
Physical Description
Ecology
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(28)
Bestiary
Species Traits
+0
40ft.
13(2size,+5natural)
8
13
PDR/2
+8
+26
Slam+14melee(1d6+15)
orGore+14melee(2d6+15)
Slam+14melee(1d6+10)
orGore+14melee(2d6+15)
andStomp+9melee(2d4+5)
Stomp+9melee(2d4+5)
15ft.sq./10ft.
LowLightVision,
Scent,
Trample(2d6+15)
Fort+5,Ref+5,Will+3
Str31,Dex10,Con24,
Int2,Wis16,Cha6
Listen+12,
Spot+13,
Survival+12
Alertness
1222HD(Huge)
Wasteland
Care:
An
elephant
is
extremely
expensive to take care of.
These massive animals need
at least 20 gallons of water
and at least 300 pounds of
46
Joseph Mccurdy (order #2563451)
Species Traits
Physical Description
Ecology
FELINES
47
Joseph Mccurdy (order #2563451)
Wasteland
Cougar(CR2)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(12)
Feats
Evolution
DomesticCat(CR1)
Mediumanimal
3d8+9
23
16
+4
40ft.,
Climb20ft.
15(+4Dex,+1natural)
15
11
+2
+4
Claw+6melee(1d4+2)
Bite+6melee(1d6+2)
Claw+1melee(1d4+1)
Claw+1melee(1d4+1)
5ft.sq./5ft.
LowLightVision,
Pounce,
Scent
Fort+5,Ref+6,Will+2
Str14,Dex18,Con16,
Int2,Wis12,Cha6
Balance+12,
Climb+14,
Hide+10,
Jump+10,
Listen+5,
MoveSilently+10,
Spot+5
Alertness
WeaponFinesse(bite,claw)
45(Medium)
FightingSpace/Reach
SpeciesTraits
Largeanimal
5d8+25
61
20
+4
40ft.
15(+4Dex,+3natural,1size)
12
12
+3
+13
Claw+8melee(1d4+6)
Claw+8melee(1d6+6)
Claw+8melee(1d6+6)
Bite+3melee(1d8+3)
10ft.sq./5ft.
ImprovedGrab,
LowLightVision,
Pounce,
Rake(2d6+12)
Scent
Fort+8,Ref+7,Will+3
Str23,Dex18,Con20,
Int2,Wis14,Cha6
Balance+12,
Hide+7,
Jump+11,
Listen+7,
MoveSilently+11,
Spot+8
Alertness
MultiAttack
Run
68HD(Large)
SavingThrows
AbilityScores
Skills(16)
Feats
48
Evolution
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(8)
TinyAnimal
1/2d8
2
10
+3
40ft.,
Climb20ft.
16(+4Dex,+2size)
16
12
+0
9
Bite+5melee(1d32)
Bite+5melee(1d32)
Claw+0melee(1d22)
Claw+0melee(1d22)
5ft./5ft.
LowLightVision,
Scent
Fort+1,Ref+4,Will+1
Str7,Dex16,Con10,
Int2,Wis12,Cha6
Balance+11,
Climb+11,
Hide+15,
Jump+5,
Listen+5,
MoveSilently+7,
Spot+5
Alertness,
WeaponFinesse(bite,claw)
Feats
Evolution
Tiger(CR5)
Lion(CR4)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
Bestiary
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(18)
Feats
Largeanimal
6d8+30
71
20
+2
40ft.
14(+2Dex,+3natural,1size)
11
12
+4
+15
Bite+11melee(1d8+7)
Bite+11melee(1d8+7)
Claw+6melee(1d6+3)
Claw+6melee(1d6+3)
10ft.sq./5ft.
ImprovedGrab,
LowLightVision,
Pounce,
Rake(2d8+6)
Scent
Fort+8,Ref+7,Will+3
Str24,Dex16,Con20,
Int2,Wis14,Cha6
Balance+11,
Hide+5,
Listen+7,
MoveSilently+9,
Spot+7,
Swim+10
Alertness
Endurance
Stealthy
WeaponFocus(bite)
712HD(Large);
1318HD(Huge)
Evolution
Bestiary
REDWOOD
PUMA
Physical Description
Ecology
Species Traits
RedwoodPuma(CR5)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(18)
Feats
Evolution
Largeanimal
6d8+30
71
23
+3
Spd50ft.
17(+3Dex,+5natural,1size)
12
14
PDR/3
+4
+15
Bite+11melee(1d8+7)
Bite+11melee(1d8+7)
Claw+6melee(1d6+3)
Claw+6melee(1d6+3)
10ft.sq./10ft.
BrutalMauling,
Camouflage,
LowLightVision,
Scent
Fort+8,Ref+7,Will+3
Str24,Dex16,Con20,
Int2,Wis12,Cha5
Hide+8,
Listen+6,
MoveSilently+12,
Spot+6
Diehard
ImprovedDamageThreshold
MultiAttack
WeaponFocus(Bite)
49
Joseph Mccurdy (order #2563451)
Wasteland
Bestiary
HIPPOPOTAMUS
Physical Description
Ecology
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills
Feats
Evolution
Species Traits
Physical Description
HORSE
Largeanimal
8d8+40
76
20
+0
30ft.,
Swim20ft.
15(+6natural,1size)
9
15
PDR/3
+6
+20
Bite+12melee(1d8+9)
SeeAttack
10ft.sq./5ft.
Holdbreath,
Scent
Fort+9,Ref+4,Will+3
Str23,Dex10,Con20,
Int2,Wis12,Cha6.
Listen+7,
Swim+19
ImprovedGrapple
WeaponFocus(bite)
916HD(Large);
1724HD(Huge)
Ecology
50
Joseph Mccurdy (order #2563451)
Bestiary
Species Traits
Horse,Trained(CR3)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
Wasteland Care: A
trained horse needs
10 gallons of water
and 20 pounds of feed
or vegetation each day
in order to survive
the desert climate.
FightingSpace/Reach
Salt must also be SpeciesTraits
provided. Horses can
survive on nothing
SavingThrows
but hay and wild
AbilityScores
grass if they are not
Skills(12)
exerting themselves
physically. However,
a horse that is being
Feats
worked or ridden Evolution
must also be feed
grains and heartier fare. Failure to meet these
requirement results in the horse starving
(see the Starvation rules in the EXS) and a
reduction in its speed by 10.
Largeanimal
3d8+18
31
18
+4
50ft.
16(+4Dex,+3natural,1size)
13
12
+2
+11
Hoof+6melee(1d4+5)
Hoof+6melee(1d4+5)
Hoof+6melee(1d4+5)
Bite+1(1d6+2)
10ft.sq./5ft
LowLightVision,
Scent,
Trained
Fort+6,Ref+6,Will+3
Str20,Dex18,Con18,
Int2,Wis14,Cha6
Jump+9,
Listen+8,
Spot+8
Alertness
Horse,TrainedWar(CR1)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(18)
Feats
Evolution
Largeanimal
6d8+24
51
18
+4
50ft.
16(+4Dex,+3natural,1size)
13
12
+3
+12
Hoof+8melee(1d4+5)
Hoof+8melee(1d4+5)
Hoof+8melee(1d4+5)
Bite+3(1d6+2)
10ft.sq./5ft
LowLightVision,
Scent,
Trained(combatriding)
Fort+7,Ref+7,Will+4
Str20,Dex18,Con18,
Int2,Wis14,Cha6
Jump+5,
Listen+4,
Spot+4
Alertness
LightingReflexes
WeaponFocus(hoof)
Horse,Wild(CR2)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills
Feats
Evolution
Largeanimal
2d8+8
51
18
+4
50ft.
15(+3Dex,+3natural,1size)
12
12
+1
+5
Hoof+5melee(1d4+5)
Hoof+5melee(1d4+5)
Hoof+5melee(1d4+5)
Bite+0(1d6+2)
10ft.sq./5ft
LowLightVision,
Scent
Fort+6,Ref+4,Will+1
Str20,Dex16,Con18,
Int2,Wis12,Cha6
Jump+5,
Listen+4,
Spot+4
Alertness
51
Joseph Mccurdy (order #2563451)
INFESTER
Physical Description
Ecology
Infester,Adult(CR4)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(6)
Feats
Evolution
DiminutiveVermin
2d8+0
9
10
+5
30ft.
15(+5Dex,+4size)
14
12
+0
9
Infestation
SeeAttack
21/2ft.by21/2ft.;Reach0ft.
Blindsight60ft.,
BoostHost,
HostProtection,
Infestation,
Vermin
Fort+2,Ref+5,Will+1
Str3,Dex20,Con10,
Int,Wis13,Cha6
Hide+15,
MoveSilently+6,
Spot+3.
Species Traits
of attachment and
BaseAttackBonus
+0
remain in effect as
Grapple
21
Attack(Damage)
Bite+0melee(1)
long as the infester
FullAttack(Damage)
SeeAttack
is within the hosts
FightingSpace/Reach ft.sq./0ft.
body.
SpeciesTraits
AnestheticBite,
SavingThrows
AbilityScores
Skills(6)
Feats
Evolution
Attach,
Blindsight60ft.,
BoostHost,
HostProtection,
Infestation,
Vermin
Fort+1,Ref+6,Will+1
Str1,Dex22,Con8,
Int,Wis13,Cha6
Hide+17,
MoveSilently+6,
Spot+3
AdultInfester
Host Protection:
An attached infester
uses its hosts
base saving throw
bonuses if those are
better than its own.
Effects that target
vermin cant affect
an infester inside
a host of another
type.
Bestiary
species. Some instances of cannibalism are the result of
infesters that drove their hosts beyond the brink of sanity
with their lust for flesh.
LIZARDS
DESERT
Physical Description
Ecology
Lizard,Desert(CR3)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(8)
Feats
Evolution
Tinyanimal
1/2d8
2
10
+2
20ft.,
Climb20ft.
17(+3Dex,+2natural,+2size)
14
12
PDR/1
+0
12
Bite+5melee(1d32)
SeeAttack
21/2ft.sq./0ft.
LowLightVision
Fort+2,Ref+4,Will+1
Str7,Dex16,Con10,
Int2,Wis12,Cha6
Balance+11,
Climb+13,
Hide+15(+19desert),
Listen+4,
MoveSilently+7,
Spot+4
WeaponFinesse(bite)
12HD(small)
53
Joseph Mccurdy (order #2563451)
Wasteland
Species Traits
Lizard,Giant(CR1)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(12)
Feats
Evolution
Smallanimal
3d8+3
17
12
+2
30ft.,
Climb30ft.,
Swim30ft.
16(+2Dex,+3natural,+1size)
13
14
PDR/3
+2
2
Bite+5melee(1d4+1+poison)
SeeAttack
5ft.sq./5ft.
Lowlightvision,
Poison
Fort+3,Ref+4,Will+2
Str12,Dex14,Con12,
Int2,Wis12,Cha6
Balance+10,
Climb+12,
Hide+12(+16desert)
Listen+3,
MoveSilently+8,
Spot+3,
Swim+3
WeaponFinesse(bite)
45HD(Medium);
618HD(Large);
1932HD(Huge);
3345HD(Gargantuan)
Bestiary
LOS
CRUCES
Physical Description
Ecology
The Los Cruces lizard gets its name from its breeding
grounds which are near the ruins of Los Cruces, Arizona.
These creatures are famous for their ability to belch out
gusts of flame, which they used whenever they are startled
or cornered. A Los Cruces lizard feeds on any creature that
is smaller than itself. Their main food source comes from
other reptiles and radioactive insects. Humans and domestic
animals are also likely targets. The Los Cruces lizard is an
ambush hunter that stalks its prey patiently before making
a charge. This reptile does not always go for an instant kill.
A Los Cruces lizard prefers to use hit and run attacks that
wear down a target over time. The smell of blood and the
screams of dying prey can attract other lizards that join in
on the carnage. Though they are solitary creatures, a lone
Los Cruces lizard will usually attract up to a dozen others if it
successfully wounds its prey.
The meat of the Los Cruces lizard is a valuable food source
in the Wasteland. If butchered and dried properly (Survival
skill check DC 18), one carcass yields about 50 steel coins
worth of jerky. The hide of these large reptiles makes a
Lizard,LosCruces(CR3)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(16)
Feats
Evolution
MediumMutatedAnimal
5d10+21
56
17
+1
30ft.,
Climb20ft.
16(+1Dex,+6natural)
10
15
PDR/3,EDR/5
+3
+7
Bite+7(1d6+4)
Bite+7melee(1d6+3)
Claw+2melee(1d4+1)
Claw+2melee(1d4+1)
5ft.by10ft.;Reach5ft.
FlamingBelch,
LowLightVision
Fort+4,Ref+3,Will+1
Str16,Dex12,Con16,
Int2,Wis13,Cha6
Climb+14,
Hide+8(+12indesert),
Listen+4
MoveSilently+8
Spot+5
WeaponFocus(bite)
612(Large)
54
Joseph Mccurdy (order #2563451)
Bestiary
substandard quality of leather. Los Cruces hide is suitable
for patching tents or making homemade shoes but no one in
their right mind would buy it.
Species Traits
MEATCLAW
Physical Description
Ecology
Lizard,Meatclaw(CR13)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(30)
Feats
Evolution
SmallMutatedAnimal
12d10+60
126
26
+4
40ft.
21(+4Dex,+6natural,+1size)
15
17
+12/+7/+2
+15
Claw+20melee(1d3+71820/x3)
Claw+20melee(1d3+71820/x3)
Claw+20melee(1d3+71820/x3)
Bite+18melee(1d4+320/x4)
Claw+15melee(1d3+71820/x3)
Claw+10melee(1d3+71820/x3)
5ft.sq./5ft.
Darkvision120ft.,
Ferocity,
Intimidate,
Immunities,
Rage,
Scent,
SuperiorCritical,
SuperiorLowLightVision,
ToxicSpittle
Fort+13,Ref+10,Will+5
Str24,Dex18,Con20,
Int2,Wis12,Cha6
Climb+,
Hide+6(+12desert),
Intimidate+,
MoveSilently+6,
Spot+
CombatReflexes,
Dodge
ImprovedDamageThreshold(x2),
Multiattack,
Stealthy
1316HD(Medium);
1720HD(Large)
55
Wasteland
The soft leather scaly hide of a meatclaw is a high
commodity among wasteland communities as it has
a variety of uses, from curtains to leather jackets. If
skinned properly (Survival skill check DC 25), meatclaw
hides can fetch up to 100 coins each.
Species Traits
Bestiary
Superior Critical: A Meatclaw claws are so sharp that the
critical threat ranges from these attacks are improved 2
points. A critical hit from the claws deals triple damage.
MONITOR
Physical Description
Ecology
Species Traits
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(12)
Feats
Evolution
30ft.,
Swim30ft.
17(+2Dex,+5natural)
12
15
PDR/3
+2
+5
Bite+5melee(1d6+4)
5ft.sq./5ft.
Poison,
PoisonSpray
Fort+5,Ref+3,Will+2
Str15,Dex12,Con16,
Int2,Wis12,Cha6
Climb+4,
Hide+7(+11overgrowth),
Listen+4,
MoveSilently+7,
Spot+4,
Swim+10
WeaponFocus(bite)
45HD(Mediumsize);
612HD(Large)
56
Joseph Mccurdy (order #2563451)
Bestiary
OCEANIC
CREATURES
MAN-O-WAR,
GIANT
Physical Description
Ecology
Species Traits
ManOWar,Giant(CR5)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
Skills
SavingThrows
AbilityScores
Feats
Evolution
Largeanimal
5d8+10
32
15
+3
Swim60ft.
17(1size,+3Dex,+5natural)
12
14
+3
+11
Bite+4melee(1d4+2)or
Strand+4rangedtouch(attach)
Strand+4rangedtouch(attach)
Strand+4rangedtouch(attach)
Strand+4rangedtouch(attach)
Strand+4rangedtouch(attach)
Strand+4rangedtouch(attach)
Strand+4rangedtouch(attach)
Strand+4rangedtouch(attach)
Strand+4rangedtouch(attach)
Bite1melee(1d4+1)
10ft.sq./5ft.(100ft.w/strand)
Attach,
ImmunetoBluntandSlashing,
FireVulnerability,
Paralysis,
Strands,
Wavesense
Fort+3,Ref+3,Will+1
Str22,Dex16,Con20,
Int1,Wis12,Cha4
Hide+9,
MoveSilently+9
Swim+14
69HD(Large);
1015HD(Huge)
57
Joseph Mccurdy (order #2563451)
Wasteland
OCTOPUS
Physical Description
Ecology
Octopus(CR0orifvenomous)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(8)
Feats
Evolution
SmallAnimal
1/2d8
2
12
+3
Swim30ft.
15(+1size,+3Dex,+1natural)
14
12
+0
3
+4rangedtouch(tentacles)
+4rangedtouch(tentacles),
1melee(1d4,bite)
5ft.sq./5ft.
Aquatic,
ImprovedGrab,
InkCloud,
Jet,
LowLightVision,
Poison(DC10)
Fort+2,Ref+5,Will+1
Str11,Dex16,Con12,
Int2,Wis12,Cha4
EscapeArtist+13,
Hide+9,
Listen+3,
MoveSilently+5,
Spot+3,
Swim+8
WeaponFinesse(bite,tentacles)
12HD(Small);
37HD(Medium)
Bestiary
Species Traits
Ink Cloud: Both the octopus and giant octopus can emit a
cloud of jet-black ink as a free action. The normal octopuss
ink cloud is a 10-foot cube, while the giant octopuss
ink cloud fills a 20-foot cube. The cloud provides total
concealment, which the octopus normally uses to escape a
losing fight. All vision within the cloud is obscured.
Octopus,Giant(CR4)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills
Feats
Evolution
Largeanimal
8d8+8
44
13
+2
Swim30ft.
18(+2Dex,+7natural,1size)
11
16
+6
+15
Tentacleslam+11melee(1d4+6)
Tentacleslam+11melee(1d4+6)
Tentacleslam+11melee(1d4+6)
Tentacleslam+11melee(1d4+6)
Tentacleslam+11melee(1d4+6)
Tentacleslam+11melee(1d4+6)
Tentacleslam+11melee(1d4+6)
Tentacleslam+11melee(1d4+6)
Tentacleslam+11melee(1d4+6)
Bite+7melee(1d8+3)
10ft.sq./10ft
Aquatic,
Constrict,
ImprovedGrab,
InkCloud,
Jet,
LowLightVision
Fort+4,Ref+4,Will+2
Str22,Dex15,Con20,
Int1,Wis12,Cha4
EscapeArtist+12,
Hide+2,
Listen+5,
MoveSilently+4,
Spot+5,
Swim+14
WeaponFocus(bite)
912HD(Large);
1324HD(Huge);
2542(Gargantuan)
58
Joseph Mccurdy (order #2563451)
PORPOISE
Physical Description
Ecology
Species Traits
Porpoise(CR1)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(10)
Feats
Evolution
Mediumanimal
2d8+6
15
16
+3
Swim80ft.
15(+3Dex,+2natural)
13
12
+1
+1
Slam+4melee(1d4)
SeeAttack
5ft.sq./5ft
Aquatic,
Blindsight120ft.
Fort+5,Ref+5,Will+1
Str11,Dex17,Con16,
Int2,Wis12,Cha6
Listen+6(+10blindsight),
Spot+6(+10blindsight)
Swim+8
WeaponFinesse(slam)
34HD(Medium);
56HD(Large)
59
Wasteland
Bestiary
SERPENT,
SEA
Physical Description
Ecology
Improved Grab: To use this ability, the sea serpent must hit
an opponent at least one size category smaller than itself
with its bite attack. If it gets a hold, it automatically deals
bite damage each round that the hold is maintained, and it
can swallow in the next round.
60
Bestiary
using claws or a Small or Tiny slashing weapon. Dealing
at least 20 points of damage to the gullet (Defense 25) in
this way creates an opening large enough to permit escape.
Once a single swallowed creature exits, muscular action
closes the hole; thus, another swallowed creature must
cut its own way out. A Huge sea serpents gullet can hold
1 Large, 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or
smaller opponents.
SHARK
Physical Description
Shark(CR1)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(12)
Feats
Evolution
Ecology
Mediumanimal
2d8+6
15
16
+2
swim60ft.
15(+2Dex,+3natural)
12
13
+2
+4
+5melee(1d6+3,bite)
SeeAttack
5ft.sq./5ft
Aquatic,
KeenScent,
LowLightVision,
Wavesense
Fort+2,Ref+2,Will+1
Str15,Dex14,Con16,
Int1,Wis12,Cha5
Listen+5,
Spot+5,
Swim+14
WeaponFocus(bite)
47HD(Large)
816(Huge)
Species Traits
Keen Scent: A shark can notice creatures by scent in a 180foot radius and detect blood in the water at ranges of up to
one mile.
Low-Light Vision: A shark can see twice as far as a human
in starlight, moonlight, torchlight, and similar conditions
of poor illumination. They retain the ability to distinguish
color and detail under these conditions.
Wavesense: A shark can automatically sense the location
of any object or creature within 100 feet that is in contact
with the water.
PLANTS
FUNGAL
MASS
Physical Description
Ecology
61
Wasteland
Species Traits
FungalMass(CR4)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills
Feats
Evolution
Hugeplant
8d8+40
76
+0
0ft
10(+2natural,2size)
8
10
PDR/5
+4
+22
Tentacle+12melee(2d6+10)
Tentacle+12melee(2d6+10)
Tentacle+7melee(2d6+5)
Tentacle+7melee(2d6+5)
15ft.sq./15ft.
Immunities,
ImprovedGrab,
Sporecloud,
Tremorsense30ft.,
VulnerabilityFire,
VulnerabilityCold
Fort+9,Ref3,Will+6
Str31,Dex,Con20,
Int,Wis14,Cha4
ImprovedGrapple
915HD(Huge)
1631HD(Gargantuan)
32+HD(Colossal)
Bestiary
MONSTROUS
FLYTRAP
Physical Description
Ecology
MonstrousFlytrap(CR8)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills
Feats
Evolution
Hugeplant
11d8+55
105
2
20ft.
15(1Dex,+8natural,2size)
7
14
+5
+17
Bite+12melee(1d6+13)
SeeAttack
15ft.sq./15ft.
Blindsight60ft.,
BloodDrain(1d6+13),
Immunties
ImprovedGrab,
SwallowWhole
Fort+10,Ref+2,Will+7
Str28,Dex8,Con20,
Int4,Wis14,Cha12
PowerAttack
1216HD(Huge);
1732HD(Gargantuan);
3348HD(Colossal)
Species Traits
Blindsight: Monstrous flytraps can see by emitting highfrequency sounds, inaudible to most other creatures. This
form of echolocation allows them to locate objects and
creatures within 60 feet.
Blood Drain: A creature swallowed by a monstrous flytrap
takes 1d6+13 points of damage every round due to blood
loss. For every 3 hit points it drains, the monstrous flytrap
heals 1 hit point of damage. After draining its swallowed
prey to death, it expectorates the lifeless husk and seeks out
its next meal.
62
Joseph Mccurdy (order #2563451)
Bestiary
Improved Grab: To use this ability, a monstrous flytrap
must hit with its bite attack. If it gets a hold, it can attempt
to swallow whole its opponent provided its opponent is at
least two size categories smaller than it.
SNAPPER
Physical Description
SnapperPlant(CR4)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills
Feats
Evolution
SmallPlant
2d8
9
+0
0ft
15(+4natural,+1size)
11
15
+0
4
Tentacles+1melee(1d3+leach)
orSpore+1ranged(1d4+poison)
Tentacles+1melee(1d3+leach)
Tentacles+1melee(1d3+leach)
2ft.sq./10ft.
Immunities,
Poisonspore,
Tentacle,
Tremorsense60ft.
Fort+2,Ref+0,Will+2
Str11,Dex,Con10,
Int,Wis14,Cha8
Ecology
Species Traits
SPORE
Physical Description
63
Joseph Mccurdy (order #2563451)
Ecology
Species Traits
SporePlant(CR)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills
Feats
Evolution
MediumPlant
3d8+3
16
+0
0ft.
13(+3natural)
10
13
+1
+3
Slam+3melee(1d6+2)or
Bite+3melee(1d3+2)or
Spore+1ranged(1+poison)
SeeAttack
5ft.sq./10ft.
Blindsight60ft.,
Spore
Fort+3,Ref+1,Will+4
Str15,Dex10,Con12,
Int,Wis14,Cha6
PointBlankShot
46HD(medium)
RODENTS
Physical Description
FERRET
Bestiary
Ecology
Species Traits
Ferret(CR1/4)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(8)
Feats
Evolution
TinyAnimal
d8+1
3
12
+4
20ft.,
Climb20ft.
16(+4Dex,+2size)
16
12
+0
10
Bite+6melee(1d32)
SeeAttack
21/2ft.sq./0ft.
Attach,
LowLightVision,
Scent
Fort+1,Ref+5,Will+1
Str6,Dex18,Con12,
Int1,Wis12,Cha6
Balance+12,
Climb+14,
Hide+12,
MoveSilently+10,
Spot+5
WeaponFinesse(bite)
Physical Description
RAT
It was once thought that rodents of unusual size (ROUS) were just a
legend used to frighten small children in stories. After the Exodus,
evolution took place, with the help of radioactivity and toxic waste, the
ROUS or commonly called giant rats appeared in the wasteland. A
giant rat is a cousin of the pre-war sewer rat that hung out in the back
alley of metropolitan areas, except much larger.
Ecology
Rats are survivors and giant rats thrive across the wastes. Urban ruins,
human settlements, and every sort of wilderness environment has
become home to these massive vermin. Their rapid breeding cycle
ensures that the giant rats keep up their numbers despite constant
competition from other rodents and the threat of larger predators.
Snakes in particular are a constant threat. Giant rats will attack
anything smaller than themselves as well as any creature that appears
wounded or helpless. They will only attack humans in large groups
or if the giant rats become cornered or startled. A group of rats is
65
Wasteland
referred to as a mischief and can contain a large number
of rodents. A mischief of giant rats can strip a field bare
if they are left unchecked.
Like their smaller kin, rats have become an important
food source for wasteland survivors. Giant rats are
a favored target because they are much larger and
therefore easier to find and trap.
Rat(CR3or2ifDiseased)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(8)
Feats
Evolution
DiminutiveAnimal
d8
2
13
+4
20ft.,
Climb15ft.
Swim10ft.
19(+5Dex,+1natural,+3size)
18
14
+0
16
Bite+8melee(1d24)
SeeAttack
21/2ft.sq./0ft.
Disease
LowLightVision,
Scent
Fort+1,Ref+6,Will+1
Str3,Dex20,Con10,
Int1,Wis13,Cha5
Balance+13,
Climb+17,
Hide+21,
MoveSilently+9,
Spot+5
Swim+4
WeaponFinesse(bite)
ImprovedDamageThreshold
1HD(Tiny)
Species Traits
Disease: Some rats carry the Hantavirus
Pulmonary Syndrome (HPS), which is a deadly
disease transmitted by infected rodents through
injury. When a Diseased Rat bites a target,
he must succeed a Fortitude Save or become
infected by the disease and suffer its effects
24 hours later; a additional Fortitude save
must be made each day after infection or the
victim suffer secondary damage. Should the
save fail, the infected makes another save
immediately; if this is also failed the ability
damage is permanent. When the victim
succeeds three successive day of saving
throws, he defeats the disease and no longer
suffers any additional effects. The victim
heals any ability damage at
his normal heal rate.
Bestiary
Rat,Giant(CR1or2ifDiseased)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(10)
Feats
Evolution
SmallMutatedAnimal
2d10+2
13
15
+3
20ft.,
Climb15ft.
Swim10ft.
15(+3Dex,+1natural,+1size)
14
12
+2
1
Bite+5melee(1d4+1)
SeeAttack
21/2ft.sq./0ft.
Disease
LowLightVision,
Scent
Fort+3,Ref+4,Will+2
Str12,Dex16,Con12,
Int1,Wis14,Cha5
Balance+13,
Climb+13,
Hide+13,
MoveSilently+9,
Spot+4
Swim+9
WeaponFinesse(bite)
ImprovedDamageThreshold
23HD(Medium)
47HD(Large)
RatSwarm(CR3)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(12)
Feats
Evolution
DiminutiveAnimalSwarm
3d8
14
+5
20ft.,
Climb15ft.
Swim10ft.
14(+5Dex,1size)
13
9
Swarm(2d4+Disease)
SeeAttack
10ft.sq./0ft.
Disease
LowLightVision,
Scent
Fort+1,Ref+6,Will+1
Str3,Dex20,Con10,
Int1,Wis13,Cha5
Balance+13,
Climb+19,
Hide+21,
MoveSilently+10,
Spot+6
Swim+4
46HD(HugeSwarm)
66
Joseph Mccurdy (order #2563451)
Bestiary
Bite Fortitude (10 + HD + CON modifier)
Damage: Onset Time: 24 hours; Initial (1d2 STR) /
Secondary (1d2 STR and 1d2 CON).
GENERAL
ROBOT
Physical Description
Ecology
Robot,Medium(CR2)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(10)
Feats(1)
Evolution
MediumConstruct
4d12+10
36
+1
30ft.(treads),
30ft.(bipedal),
40ft.(quadrupedal),
or50ft.(wheels)
11(+1Dex)
11
10
Hardness5
+4
+7
+7meleeor
+5ranged
SeeAttack
5ft.sq./5ft.
Construct
OptionalFeatures(1or2)
Fort,Ref+3,Will
Str17,Dex12,Con,
Int,Wis,Cha
None(unlessprogrammed)
None(unlessprogrammed)
67
Joseph Mccurdy (order #2563451)
Wasteland
Robot,Small(CR0)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(4)
Feats
Evolution
SmallConstruct
1d12+5
12
+2
30ft.(treads),
30ft.(bipedal),
40ft.(quadrupedal),
or50ft.(wheels)
13(+2Dex,+1size)
13
11
Hardness5
+1
3
+2meleeor
+2ranged
SeeAttack
5ft.sq./5ft.
Construct,
OptionalFeatures(1)
Fort,Ref+3,Will
Str13,Dex14,Con,
Int,Wis,Cha
None(unlessprogrammed)
None(unlessprogrammed)
Species Traits
Optional Features
68
Joseph Mccurdy (order #2563451)
Bestiary
Accessory Mount: A robot with an accessory mount can
be armed with a single weapon or accessory up to one size
category larger than itself. Such a robot can fire a weapon
using its normal attack modifier or via a remote, using the
operators attack modifier with a 4 penalty. Alternatively,
an accessory mount can hold a single hand grenade or
nearly any of the items on Table: General Equipment.
DOMESTOBOT
Physical Description
Ecology
Bestiary
Domestobot(CR3)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(10)
Feats(1)
Evolution
MediumConstruct
4d12+10
36
+1
50ft.(wheels)
11(+1Dex)
11
10
Hardness5
+4
+7
+7meleeor
+5ranged
SeeAttack
5ft.sq./5ft.
OptionalFeatures
(ExternalCompents
AudioReceptorsand
ManupulatorArms)
Fort,Ref+3,Will
Str17,Dex12,Con,
Int,Wis,Cha
Profession(Butler)+8
Spot+5
SkillFocus(Profession)
HANDIBOT
Physical Description
Ecology
Handibot(CR3)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(10)
Feats(1)
Evolution
MediumConstruct
4d12+10
36
+1
30ft.(bipedal)
11(+1Dex)
11
10
Hardness5
+4
+7
+7meleeor
+5ranged
SeeAttack
5ft.sq./5ft.
Construct,OptionalFeatures
(ExternalCompentsAudio
ReceptorsandManupulatorArms)
Fort,Ref+3,Will
Str17,Dex12,Con,
Int,Wis,Cha
DisableDevice+6
Repair+9
SkillFocus(Repair)
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Joseph Mccurdy (order #2563451)
Wasteland
Bestiary
POLICE
ASSAULT
DRONE
Physical Description
Ecology
Police assault drones were rare until the hectic final days
of mankind made demand for them skyrocket. By the
time the global economy collapsed, these robots were
being produced as fast as the factories could make
them. Most of the functioning police assault drones in
the wastes can be found in the hands of gangs, militias,
and lone survivors.
A Police Assault Drone can be crafted with a series of
successful Craft skills and 2800 steel in materials. The
construction of a Police Assault Drone requires a Craft
(electrical) DC 28, a Craft (mechanical) DC 32, and
a Craft (structural) DC 25 to create. Additionally
the Police Assault Drone needs to be programmed,
requiring a Computer Use (reprogram) DC 23 skill
check.
PoliceAssaultDrone(CR4)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(18)
Feats(2)
Evolution
MediumConstruct
8d12+10
62
+1
30ft.(bipedal)
15(+4armor,+1Dex)
11
14
Hardness5
+8
+7
+11meleeor
Shotgun+9(+10)ranged(2d8)
SeeAttack
5ft.sq./5ft.
Armor,AaccessoryMounts,Construct,
OptionalFeatures(ExternalCompents
AudioReceptorsandManupulator
Arms,LoadingMechanism,Searchlight
andRemoteControlLink(200feet))
Fort,Ref+5,Will
Str17,Dex12,Con,
Int,Wis,Cha
Demolitions+6
DisableDevice+6
Search+6
PointBlackShot
PreciseShot
NANO
MACHINE
SWARM
Physical Description
Ecology
70
Joseph Mccurdy (order #2563451)
Bestiary
NanoMachineSwarm(CR4)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(14)
Feats
Evolution
FineConstructSwarm
6d12
39
+5
20ft.
14(+5Dex,1size)
13
11
Recycle(2d6)
SeeAttack
10ftsq./0ft
Confusion,
Construct,
Recycle,
Tremorsense30ft.
Fort,Ref+8,Will
Str3,Dex20,Con,
Int,Wis14,Cha.
Craft(electrical)+14,
Craft(mechanical)+14,
Repair+18
712HD(HugeSwarm)
Species Traits
Swarm Traits: A swarm takes half damage from cutting and piercing
attacks. The swarm cannot be tripped, grappled, or bull-rushed. Nor can the
swarm grapple an opponent. It is immune to effects that target an individual
creature or a set number of creatures. The swarm takes half again as much
damage from area effects. Swarms move freely in and out of occupied squares
and they can occupy any square. A swarm can squeeze through any opening
that is large enough for a single member. A swarm still provokes attacks of
opportunity from movement but it cannot make attacks of opportunity, does
not threaten any squares.
Tremorsense (Ex): A nano-machine swarm can sense ground objects within
a 30-foot range.
MILITARY
ASSAULT DRONE
Physical Description
The Military Assault Drone is a deadly military robot that was pressed into
service during the last days of the Great War. This horrifying machine stands
on four, spider-like legs and is built like an insect. Its body is covered with
smooth, white armor and an array of eye clusters across its head. The
machine has four arms two ending in deflector shields and another two
ending in laser cannons. It moves with terrifying speed and can cross ceilings
and floors with equal ease.
Ecology
Military Assault Drones are leftovers from the Great War. These military
robots were constructed with top of the line fusion power cells that will keep
them active for quite some time to come. The Machine Warriors are still
following the last orders programmed into them. They can be found guarding
abandoned military sites or patrolling established territories in
the wastes.
71
Joseph Mccurdy (order #2563451)
Wasteland
Bestiary
Species Traits
MilitaryAssaultDrone(CR7)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(20)
Feats(2)
Evolution
LargeConstruct
9d12+10
70
+3
40ft.,
Climb20ft.
21(25)(+12armor,1size)
9(13)
21(25)
Hardness5
+9
+20
PneumaticBash+12melee(1d8+7)
OrLasercannon+10range(2d10)
PneumaticBash+12melee(1d8+7)
PneumaticBash+12melee(1d8+7)
orLasercannon+10range(2d10+2)
LaserCannon+10range(2d10+2)
10ft.sq./Reach5ft
Chargecannon,
construct,
darkvision60ft.,
shieldsup,
vanderwallpads
Fort+2,Ref+1,Will+4
Str25,Dex10,Con,
Int,Wis,Cha
Climb+15,
Listen+10,
Spot+10
WeaponFocus(lasercannons),
WeaponSpecialization(lasercannons)
MILITARY
BATTLE
DRONE
Physical Description
Ecology
Species Traits
72
Joseph Mccurdy (order #2563451)
Bestiary
MilitaryBattleDrone(CR14)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(26)
Feats(4)
Evolution
HugeConstruct
12d10+40
118
1
40ft.
17(+10armor,1Dex,2size)
7
17
Hardness10
+11
+19
PneumaticBash+22melee(2d6+10)
orPulsar+10ranged(3d12)
PneumaticBash+22melee(2d6+10)
PneumaticBash+22melee(2d6+10)
Pulsar+20ranged(3d12)
15ft.sq./10ft.
Construct,
Darkvision60ft.,
PlasmaGrenadeCannon
Fort,Ref+1,Will
Str33,Dex8,Con,
Int20,Wis,Cha
ComputerUse+15
Craft(electronic)+15,
Craft(mechanical)+15,
Craft(structural)+15,
Repair+11,
WeaponFocus(pulsar),
MultiAttack
+2
Species Traits
SASQUATCH
Physical Description
Ecology
73
Joseph Mccurdy (order #2563451)
Wasteland
Bestiary
SCORPION,
GIANT
Sasquatch(CR2)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(12)
Feats(1)
Evolution
Largehumanoid
3d8+9
23
17
+0
30ft
14(+2Dex,+3natural,1size,)
11
12
+3
+12
Slam+8melee(1d4+5)
Slam+8melee(1d4+5)
Slam+8melee(1d4+5)
5ft.by5ft.;Reach10ft.
Arboreal,
Dismemberment,
LowLightvision,
Scent
Fort+6,Ref+3,Will+4
Str21,Dex14,Con17,
Int8,Wis15,Cha8
Climb+15,
Intimidate+7,
Listen+7,
Spot+7
Alertness,
SimpleWeaponsProficiency
48HD(large),
916HD(huge)
Physical Description
Ecology
Scorpion,Giant(CR3)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(18)
Feats
Evolution
MediumRadioactiveVermin
7d10
39
10
+2
20ft.
17(+2Dex,+5natural)
12
15
PDR5
+5
+9
Claw+8melee(1d4+4)
Claw+8melee(1d4+4)
Claw+8melee(1d4+4)
Stinger+3melee(1d6+2+poison)
5ft.sq./5ft
Lowlightvision,
Poison,
Scent,
Stability
Fort+6,Ref+6,Will+3
Str18,Dex14,Con10,
Int,Wis13,Cha5
Balance+13,
Climb+13,
Hide+8,
MoveSilently+8
812HD(large)
1316HD(huge)
74
Joseph Mccurdy (order #2563451)
Species Traits
SIMIANS
Physical Description
APE
75
Joseph Mccurdy (order #2563451)
Wasteland
Ecology
Species Traits
Ape(CR2)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(14)
Feats
Evolution
LargeAnimal
4d8+20
38
20
+2
30ft.,
Climb30ft.
16(+2Dex,+5natural,1size)
11
14
+3
+14
Claw+7melee(1d6+7)
or+4ranged
Claw+7melee(1d6+7)
Claw+7melee(1d6+7)
Bite+4melee(1d6+3)
10ft.sq./10ft
LowLightVision,
Scent
Fort+7,Ref+4,Will+2
Str24,Dex14,Con20,
Int2,Wis12,Cha6.
Climb+20,
Listen+8,
Spot+8
MultiAttack
58HD(Large)
Bestiary
CHIMPANZEE
Physical Description
Ecology
Chimpanzee(CR0)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(8)
Feats
Evolution
SmallAnimal
1d8+1
6
13
+2
30ft.,
Climb20ft.
15(+3Dex,+1natural,+1size)
14
12
+0
4
Bite+3melee(1d4)
Bite+3melee(1d4)
Slam2melee(1d2)
Slam2melee(1d2)
5ft.sq./5ft.
Arboreal
Improvedgrab,
LowLightVision
Fort+2,Ref+3,Will+2
Str11,Dex14,Con12,
Int2,Wis14,Cha5
Climb+16,
Hide+8,
Jump+4,
Listen+4,
MoveSilently+4,
Spot+4
WeaponFinesse(slam)
23HD(Small)
76
Joseph Mccurdy (order #2563451)
Bestiary
Males of both species have been known to go
out of their way in order to kill chimpanzees
from other troops.
Species Traits
moonlight,
torchlight, and
similar conditions of poor
illumination. They retain the
ability to distinguish color and
detail under these conditions.
Skill
Bonuses:
A
chimpanzee gains a +8
species bonus on Climb
checks and a +4 species
bonus on Jump checks.
MONKEY
Physical Description
Species Traits
Monkey(CR1)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(8)
Feats
Evolution
Ecology
TinyAnimal
1d8
5
10
+2
30ft.,
Climb30ft.
15(+2Dex,+1natural,+2size)
14
13
+0
10
Bite+6melee(1d32)
Seeattack
2ft.sq./0ft.
Arboreal
LowLightVision
Fort+1,Ref+5,Will+2
Str7,Dex18,Con10,
Int2,Wis14,Cha6
Balance+8
Climb+22,
Hide+10,
Listen+3,
Spot+3
WeaponFinesse(bite)
23HD(Small)
77
Wasteland
Bestiary
SNAKES
ANACONDA
Physical Description
Ecology
Anaconda(CR7)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(32)
Feats
Evolution
HugeAnimal
12d8+60
114
24
+2
20ft.,
Climb20ft.,
Swim40ft.
18(+2Dex,+8natural,2size)
10
16
PDR/3
+9
+23
Bite+19melee(2d6+11)
Bite+19melee(2d6+11)
TailSlap+14melee(1d6+5,bite)
15ft.sq./10ft.
Constrict(1d6+16),
ImprovedGrab,
LowLightVision,
Scent,
SwallowWhole
Fort+12,Ref+9,Will+6
Str32,Dex14,Con24,
Int1,Wis14,Cha3
Balance+14,
Climb+31,
Hide+10,
Listen+10,
Spot+10,
Swim+31
WeaponFocus(bite)
LightningReflexes
1323HD(Huge)
2436HD(Gargantuan)
Species Traits
78
Joseph Mccurdy (order #2563451)
79
Wasteland
Physical Description
COBRA
Ecology
Species Traits
Cobra(CR1)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(10)
Feats
Evolution
Smallanimal
2d8+2
11
12
+4
20ft.(30ft.fortheblackmamba)
Climb5ft.
16(+4Dex,+1natural,+1size)
15
12
+1
3
Bite+6melee(1d4+poison)
SeeAttack
5ft.sq.(coiled)/5ft.
Poison(DC12),
Scent
Fort+5,Ref+6,Will+2
Str11,Dex18,Con12,
Int1,Wis12,Cha2
Climb+14,
Hide+14,
Listen+8,
MoveSilently+12,
Spot+8
WeaponFinesse(bite)
Bestiary
Cobra,King(CR4)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(18)
Feats
Evolution
Mediumanimal
6d8+18
45
17
+4
20ft.(30ft.fortheblackmamba)
Climb5ft.
15(+3Dex,+2natural)
13
12
+4
+6
Bite+6melee(1d6+2+poison)
orPoisonousSpit+8rangetouch
SeeAttack
5ft.sq.(coiled)/5ft.
Poison(DC16),
PoisonousSpit(DC16)
Scent
Fort+6,Ref+7,Will+3
Str14,Dex18,Con17,
Int1,Wis12,Cha2
Climb+18,
Hide+12,
Listen+9,
MoveSilently+14,
Spot+9
WeaponFinesse(bite)
80
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Bestiary
CONSTRICTOR
Physical Description
Ecology
Species Traits
HYDRA
ConstrictorSnake(CR)
TwoheadedHydraSnake(CR2)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(12)
Feats
Evolution
Mediumanimal
4d8+12
30
16
+3
20ft.,
Climb20ft.,
Swim20ft.
15(+3Dex,+2natural)
13
12
+3
+6
Bite+6melee(1d6+3)
SeeAttack
5ft.sq.(coiled)/5ft
Constrict(2d6+6)
ImprovedGrab,
LowLightVision,
Scent
Fort+5,Ref+5,Will+2
Str16,Dex17,Con16,
Int1,Wis12,Cha2
Balance+13,
Climb+13,
Hide+9,
Listen+7,
Spot+7,
Swim+15
WeaponFinesse(bite)
58HD(Large)
916HD(Huge)
1732HD(Gargantuan)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(12)
Feats
Evolution
SmallMutantAnimal
3d10+6
23
14
+3
30ft.
16(+4Dex,+1natural,+1size)
15
12
+3
+2
Bite+8melee(1d4+poison)
Bite+8melee(1d4+poison)
Bite+8melee(1d4+poison)
5ft.sq.(coiled)/5ft.
Constrict(2d4)
ImprovedGrab
Poison(DC13)
Scent
Fort+3,Ref+6,Will+2
Str11,Dex18,Con14,
Int1,Wis12,Cha2
Balance+12
Climb+11,
Hide+10,
Listen+9,
MoveSilently+11,
Spot+9
WeaponFinesse(bite)
45HD(Medium3headed)
69HD(Large4headed)
1012HD(Huge5headed)
Physical
Description
Ecology
81
Wasteland
beneath the sand. These snakes are solitary creatures,
and are very territorial, patrolling one-square mile of
swamp or land to hunt.
VIPER
Physical Description
Species Traits
Ecology
Species Traits
Skill Bonuses: A
Hydra snake receives
a +8 species bonus on
Balance checks and a
+4 species bonus on
Hide, Listen, and Spot
checks. It applies its
Dexterity modifier
instead
of
its
Strength modifier
to Climb checks.
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(8)
Feats
Evolution
Bestiary
Tinyanimal
d8
1
11
+3
20ft.,
Climb10ft.,
Swim10ft.
17(+5Dex,+2size)
17
12
+0
9
Bite+7melee(1d31+poison)
SeeAttack
21/2ft.sq.(coiled)/0ft.
Lowlightvision,
Poison,
Scent
Fort+1,Ref+6,Will+1
Str8,Dex20,Con10,
Int1,Wis12,Cha2
Balance+13,
Climb+16,
Hide+17,
Listen+6,
Spot+6,
Swim+14
WeaponFinesse(bite)
1/21HD(Small)
2HD(Mediumsize)
34HD(Large)
516HD(Huge)
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Bestiary
SPIDER,
MONSTROUS
Physical Description
Ecology
MonstrousSpider,Tiny(CR)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(6)
Feats
Evolution
TinyRadioactiveVermin
d101
1
10
+3
20ft.
Climb10ft.
15(+3Dex,+2size)
15
12
+0
12
Bite+6melee(1d32+poison)
2ft.sq./0ft
Darkvision60ft.,
Immunity,
Poison,
RadioactiveStrike
ResistancetoMAS
Stability
Webs(DC16)
Fort+1,Ref+1,Will+0
Str7,Dex18,Con8,
Int,Wis13,Cha6
Climb+20,
Hide+16,
Jump+3,
MoveSilently+9,
Spot+9
WeaponFinesse(bite)
1HD(Small)
23HD(Mediumsize)
47HD(Large)
815HD(Huge)
1631(Gargantuan)
32+(Colossal)
Species Traits
Immunities: Monstrous spiders are immune to mindaffecting effects and the harmful effects of radiation.
83
Wasteland
Escape Artist check (DC 16 + 2 per size evolution), burst
it with a Strength check (DC 18 + 2 per size evolution), or
cut the web strands (2 hit points +2 per size evolution).
SWARMS
Physical Description
Bestiary
squares.
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Bestiary
KILLER
BEES
Species Traits
KillerBeeSwarm(CR1)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(12)
Feats
Evolution
FineVerminSwarm
4d84
14
+6
Fly20ft.(perfect)
16(+6Dex)
16
10
Swarm(3d6+poison)
5ft.sq./0ft.
Darkvision60ft.,
Distraction,
Poison,
Swarm,
Sentience
Fort+0,Ref+10,Will+1
Str1,Dex22,Con8,
Int4,Wis13,Cha2
Listen+7,
Spot+7
57HD(Largeswarm)
810HD(Hugeswarm)
MOSQUITO
Species Traits
Threshold
days later; a additional Fortitude
Initiative
+6
save must be made each day after
Speed
Fly20ft.(perfect)
infection or the victim suffer
Defense
16(+6Dex)
secondary damage. Should the
Touch
16
Flatfooted
10
save fail, the infected makes
DamageReduction
FightingSpace/Reach 5ft.sq./0ft.
of saving throws, he defeats the
SpeciesTraits
Darkvision60ft.,
disease and no longer suffers any
Disease,
additional effects. The victim
Distraction,
heals any ability damage at his
Swarm
SavingThrows
Fort+2,Ref+4,Will+1
normal heal rate.
AbilityScores
Skills(8)
Feats
Evolution
Str1,Dex23,Con12,
Int,Wis13,Cha2
Listen+5,
Spot+5
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Joseph Mccurdy (order #2563451)
Wasteland
Bite Fortitude (10 + HD + CON modifier)
Damage: Onset Time: 1d4 days; Initial (1 CON and 1
DEX) / Secondary (1d2 CON and 1d2 DEX).
SPIDER
SWARM
Spiders can be found just about anywhere there
is warmth. A spider swarm generally consists of
newly hatched spiders of the same clutch in
search of food or territory.
SpiderSwarm(CR)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(12)
86
Feats
Evolution
FineVerminSwarm
4d8
18
Bestiary
Species Traits
+6
20ft.,
Climb10ft
16(+6Dex)
16
10
Swarm(1d6+poison)
5ft.sq./0ft.
Darkvision60ft.,
Distraction,
Poison,
Swarm,
Fort+1,Ref+10,Will+1
Str1,Dex22,Con10,
Int,Wis13,Cha5
Climb+23,
MoveSilently+10,
Spot+7
Bestiary
WASTEMOTHS
Wastemoths are typical moths that flock together searching
the wasteland for food. What make the wastemoth deadly
is that they absorb radiation and produce a radioactive dust
that is deadly in large quantities.
WastemothSwarm(CR0)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
FineVerminSwarm
3d8
9
+6
Fly30ft.(perfect)
16(+6Dex)
16
10
+1
Swarm(3d6RAD)
SeeAttack
5ft.sq./0ft.
Darkvision60ft.,
Distraction,
RadioactiveDust
Swarm
Fort+3,Ref+8,Will+0
Str1,Dex22,Con9,
Int,Wis13,Cha6
Listen+6,
Spot+6
S p e c i e s
Traits
Darkvision:
A
watsemoth
swarm can see in
the dark up to 60
feet. Darkvision
is black and
white only, but
it is otherwise
like
normal
sight, and the
wastemoths can
function with no
light at all.
Distraction:
Any individual
SavingThrows
susceptible to
AbilityScores
the
swarms
attacks
who
Skills(10)
begins
his
Feats
round in the
Evolution
swarms square
must make a
Fortitude saving throw (DC15) or become nauseated for 1
round. Complex actions when within the swarm require a
DC 16 concentration check.
Radioactive Dust: Any individual who begins his round in
the swarms square that is not immune to radiation damage
gains 3d6 RAD.
Swarm Traits:
A swarm takes half
damage from cutting and piercing attacks.
The swarm cannot be tripped, grappled, or
bull-rushed. Nor can the swarm grapple
an opponent. It is immune to effects
that target an individual creature or a set
number of creatures. The swarm takes half
again as much damage from area effect attacks.
Swarms move freely in and out of occupied squares
and they can occupy any square. A swarm
can squeeze through any opening that
is large enough for a single member.
A swarm still provokes attacks of
opportunity from movement but it cannot make
attacks of opportunity, does not threaten any squares.
TOAD,
MONSTROUS
Physical Description
Ecology
Toad,Monstrous(CR3)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(10)
Feats
Evolution
MediumMutatedAnimal
3d10+6
23
16
+3
30ft.
Swim20ft.
17(+3Dex,+4naturalarmor)
13
14
+3
+3
Bite+5(1d6+1+poison)
5ft.sq./5ft.
KeenSight
Poison
Fort+6,Ref+6,Will+2
Str14,Dex16,Con16,
Int1,Wis12,Cha4
Hide+10
Listen+4,
Spot+4
Swim+10
Alertness
WeaponFocus(bite)
46HD(large)
Species Traits
87
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Wasteland
Bestiary
Physical Description
WOLF
Ecology
Wolf(CR)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(10)
Feats
Evolution
Mediumanimal
2d8+4
13
15
+2
50ft
15(+2Dex,+3natural)
12
13
+1
+3
Bite+3melee(1d6+2)
SeeAttack
5ft.sq./5ft.
LowLightVision,
Scent,
Trip
Fort+5,Ref+5,Will+1
Str15,Dex12,Con16,
Int2,Wis12,Cha6
Hide+3,
Listen+6,
MoveSilently+4,
Spot+4,
Survival+1(+5scent)
WeaponFocus(Bite)
34HD(Large)
Species Traits
Trip: A wolf that hits with a bite attack can attempt to trip
the opponent as a free action (see page 152) without making
a touch attack or provoking an attack of opportunity. If the
attempt fails, the opponent cannot react to trip the wolf.
Skill Bonuses: Wolves receive a +4 species bonus on
Survival checks when tracking by scent.
88
Joseph Mccurdy (order #2563451)
YETI
Physical Description
Ecology
Yeti(CR3)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(12)
Feats
Talent
Evolution
LargeHumanoid
4d8+12
30
20
+2
30ft.
14(+2Dex,+3natural,1size)
11
12
+4
+13
Claw+8melee(1d6+5)
Claw+8melee(1d6+5)
Claw+8melee(1d6+5)
10ft.sq./10ft.
Cold,
Constrict,
Darkvision60ft.,
ImprovedGrab
Fort+7,Ref+3,Will+3
Str20,Dex14,Con17,
Int6,Wis15,Cha8
Climb+8,
Hide+4(+16Snow),
MoveSilently+5,
Survival+5
ImprovedDamageThreshold
PowerAttack
Evasion
58HD(Large)
AbominableSnowman(CR7)
Size
HitDice
HitPoints
MassiveDamage
Threshold
Initiative
Speed
Defense
Touch
Flatfooted
DamageReduction
BaseAttackBonus
Grapple
Attack(Damage)
FullAttack(Damage)
FightingSpace/Reach
SpeciesTraits
SavingThrows
AbilityScores
Skills(28)
Feats(4)
Talent(1)
Evolution
HugeHumanoid
12d8+60
30
20
+2
30ft.
14(+1Dex,+5natural,2size)
9
13
PDR/3
+12
+32
Claw+19melee(2d6+8)
Claw+19melee(2d6+8)
Claw+19melee(2d6+8)
10ft.sq./10ft.
ColdSpecies
Constrict,
Darkvision60ft.,
ImprovedGrab
Fort+8,Ref+4,Will+4
Str29,Dex12,Con21,
Int6,Wis15,Cha8
Climb+12,
Hide+1(+16Snow),
MoveSilently+9,
Survival+9
ImprovedDamageThreshold
ImprovedGrapple
PowerAttack
Toughness
Evasion
89
Wasteland
Bestiary
Species Traits
90
Joseph Mccurdy (order #2563451)
Appendix A
Species Traits
91
Joseph Mccurdy (order #2563451)
Wasteland
Arboreal: An arboreal creature gains a climb bonus
and can move at full speed while climbing and does not
suffer any Dexterity penalty. They can also take 10 on
any climb check while climbing trees or surfaces similar
to trees.
Attach: If a creature with this special attack successfully
deals damage to a warm-blooded opponent, it latches
onto the opponents body in the same round and
automatically deals bite damage each round it remains
attached. The attached creature is considered to be
grappling until removed.
Blood Drain: After this creature hits with a bite
attack, the target must make a successful Fortitude
saving throw (DC 10 + HD + CON) or it takes an
additional 1 point of damage from loss of blood.
Carrying Capacity: A creature with carrying
capacity can carry three times its normal STR
capacity and drag five times its normal STR
capacity.
Bestiary
bonus to Armor Class against attacks from creatures it
cannot see.
92
Joseph Mccurdy (order #2563451)
Appendix
carry a deadly disease. When a diseased creature bites a
target, he must succeed a Fortitude Save or become infected
by the disease and suffer its effects usually 1 to 4 days later;
a additional Fortitude save must be made each day after
infection or the victim suffer secondary damage. Should
the save fail, the infected makes another save immediately;
if this is also failed the ability damage is permanent. When
the victim succeeds three successive day of saving throws,
he defeats the disease and no longer suffers any additional
effects. The victim heals any ability damage at his normal
heal rate.
Bite Fortitude (10 + HD + CON modifier)
Damage: Onset Time: 1d4 days; Initial (physical ability
damage) / Secondary (physical ability damage).
93
Joseph Mccurdy (order #2563451)
Wasteland
makes a charge, its attack deals double damage in addition
to the normal benefits and hazards of a charge.
Bestiary
A creature with the Track feat and the scent ability can
follow tracks by smell, making a Wisdom (or Survival)
check to find or follow a track. The typical DC for a fresh
trail is 10 (no matter what kind of surface holds the scent).
This DC increases or decreases depending on how strong
the quarrys odor is, the number of creatures, and the age of
the trail. For each hour that the trail is cold, the DC increases
by 2. The ability otherwise follows the rules for the Track
feat. Creatures tracking by scent ignore the effects of surface
conditions and poor visibility.
Skill Bonus: Some creatures receive a species bonus on one
or more skill checks.
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Appendix
Swarm: A swarm is a collection of Fine, Diminutive, or Tiny
creatures that acts as a single creature. A swarm has the
characteristics of its type, except as noted here. A swarm
has a single pool of Hit Dice and hit points, a single initiative
modifier, a single speed, and a single Defense. A swarm
makes saving throws as a single creature. A single swarm
occupies a square (if it is made up of non-flying creatures)
or a cube (of flying creatures) usually 10 feet on a side, but
its reach is 0 feet, like its component creatures. In order to
attack, it moves into an opponents space, which provokes
an attack of opportunity. It can occupy the same space as a
creature of any size, since it crawls all over its prey. A swarm
can move through squares occupied by enemies and vice
versa without impediment, although the swarm provokes
an attack of opportunity if it does so. A swarm can move
through cracks or holes large enough for its component
creatures.
A swarm of Tiny creatures consists of 300 non-flying
creatures or 1,000 flying creatures. A swarm of Diminutive
creatures consists of 1,500 non-flying creatures or 5,000
flying creatures. A swarm of Fine creatures consists of
10,000 creatures, whether they are flying or not. Swarms
of non-flying creatures include many more creatures than
could normally fit in a 10-foot square based on their normal
space, because creatures in a swarm are packed tightly
together and generally crawl over each other and their prey
when moving or attacking. Larger swarms are represented
by multiples of single swarms. The area occupied by a large
swarm is completely shapeable, though the swarm usually
remains in contiguous squares.
Traits: A swarm has no clear front or back and no discernible
anatomy, so it is not subject to critical hits or flanking. A
swarm made up of Tiny creatures takes half damage from
slashing and piercing weapons. A swarm composed of Fine
or Diminutive creatures is immune to all weapon damage.
Reducing a swarm to 0 hit points or lower causes it to break
up, though damage taken until that point does not degrade
its ability to attack or resist attack. Swarms are never
staggered or reduced to a dying state by damage. Also, they
cannot be tripped, grappled, or bull rushed, and they cannot
grapple an opponent.
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Wasteland
Trip: A trained canine or similar animal (like a wolf) that
hits with a bite attack can attempt to trip its opponent
(+2 check modifier) as a free action without making a
touch attack or provoking an attack of opportunity. If
the attempt fails, the opponent cannot counteract the
trip attempt.
Bestiary
Wasteland Care: Domesticated animal or creatures are not
accustomed to survival without the aid of man. These animals
need a set amount of water and feed or vegetation each day
in order to survive and maintain its body weight. Failure to
meet these requirement results in the animal starving (see the
Starvation rules in the EXS) and a reduction in its speed by 10.
Appendix B
Feats and
Talents
Feats
Multiattack
ExodusFeatandTalents
Acrobat
AdrenalineRush
Alertness
AnimalAffinity
AnimalFriend
1
ArchaicWeaponProficiency
1
ArmorProficiency(light)
Athletic
Awareness
BetterCritical
BlindFight
1
Brawl
Cleave
CombatExpertise
CombatReflexes
1
Comprehension
DieHard
Dodge
Dodger
EarlierSequence
1
Educated
Endurance
FasterHealer
FleetofFoot
1
SuitableforConstructandHumanoidsonly.
2
FrightfulPresence
Ghost
GreatFortitude
HeaveHo!
HittheDeck
1
ImprovedBrawl
ImprovedBullrush
ImprovedDamageThreshold
ImprovedDisarm
ImprovedGrapple
ImprovedInitiative
ImprovedOverrun
ImprovedTrip
IronWill
LightningReflexes
Mobility
MoreCritical
PackRat
PowerAttack
QuickRecovery
RADResistance
2
SidestepCharge
1
SimpleWeaponProficiency
SpringAttack
Stealthy
StrongBack
2
StopCharge
Toughness
Track
TwoWeaponFighting
WeaponFinesse
WeaponFocus
1
WhirlwindAttack
Talents1
DamageReductionTree
DefensiveTree
EnergyResistanceTree
ExtremeEffortTree
MeleeSmash
IncreasedSpeedTree
UnbreakableTree
2
WeaponMasteryTree
ThisfeatortalentisdetailedintheExodusSouthwestWastelandGuide.
96
Joseph Mccurdy (order #2563451)
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or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the
owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of
that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title, and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to
copy, modify, and distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
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from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to
statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming
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14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document (SRD) Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy
Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
Modern System Reference Document (MSRD) Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric
Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard
Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
Exodus (Post-Apocalyptic Role-Playing), the Exodus Logo, Glutton Creeper Games, and Glutton Creeper Games Logo are Trademarks of Glutton Creeper Games.
Exodus Wasteland Bestiary is copyright 2009 Glutton Creeper Games. This product may not be photocopied or scanned after purchase without written
consent from Glutton Creeper Games.
Warning: The unauthorized reproduction or distribution of this copyrighted work is illegal. Criminal copyright infringement, including infringement without
monetary gain, is investigated by the FBI and is punishable by up to 5 years in federal prison and a fine of $250,000.
Persons distributing photocopies or scans of this guide without permission of Glutton Creeper Games are subject to Copyright and Piracy laws and may be
prosecuted to the fullest extent of these laws.
END OF LICENSE