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Mutant Humans are mutants from human stock. They are also called Humanoids.

Mutant Humanoids of Gamma TarraEdit

This covers all the mutant Humanoids converted from Gamma World. They are owned and copyrighted by Wizards of the Coast.

Ark (Hound Folk)

No. Enc.: 1d4 (4d6)
Alignment: Chaotic
Movement: 150' (50')
Armor Class: 3
Hit Dice: 8
Attacks: 1 (bite or weapon)
Damage: 1d6 or by weapon type
Save: L8
Morale: 7
Hoard Class: XX
XP Value: 2,060; 3,100 (alpha)

These intelligent dog-men stand just short of 9 feet tall and walks on well-developed hind legs. Arks are ferocious enemies, but have a deathly fear of large winged creatures. They carry primitive stone-age tools and weapons. Most wear leather or animal hide armor and carry shields. Their coarse, heavy fur also offers substantial protection. They hunt all other species as food, but they consider human (or human-like) hands to be a particular delicacy. They travel in loosely knit family groups called packs. Their pack insignia is usually emblazoned upon their shields. A pack is lead by an alpha male of 10 HD. What artifacts they do have, are worshiped as totems, and thus go unused.

Mutations: neural telekinesis, control weather, phobia (flying animals), vampiric field (+500 xp per added mutation; +700 for Alpha)


Badder (Digger Folk or Burrowers)

No. Enc.: 3d6 (10d10)
Alignment: Chaotic
Movement: 120' (40')
Armor Class: 3
Hit Dice: 6
Attacks: 1 (bite or weapon)
Damage: 1d6 or by weapon type
Save: L6
Morale: 8
Hoard Class: II (XXII)
XP Value: 820; 1,560 (Noble Lord); 2,400 (Noble Lord)

These 5 feet tall, highly intelligent mutated badger-men inhabit cool temperate areas. Badders are organized into a society approximately equal to that of the medieval period in human history. They are basically of evil disposition, given to raiding their neighbors and gleefully engaging in wanton destruction. They live in earth burrow complexes, although they will sometimes be found inhabiting a ruined town of the Ancients. They have manipulative forepaws and walk erect. They commonly employ chainmail armor, shields, and all sorts of weapons (each is 10% likely to have an artifact weapon). Badders communicate in their own form of snarling/growling language but can approximate some limited trade speech. They are hard of hearing, but have a keen sense of smell. If a burrow is discovered, there will be females equal In number to the males, and young equal to 50% of the females. The burrow will be ruled by a 9HD Noble Lord, plus 1 Noble of 8 HD for every 20 Badders. All nobles have artifact weapons.

Mutations: empathy, night vision (+250 xp per added mutation; +500 for Noble; +700 for Noble Lord)


Carrin (Dark Emperor)

No. Enc.: 1 (1d4)
Alignment: Chaotic
Movement: 60 (30')
 Fly: 180 (60')
Armor Class: 7
Hit Dice: 15
Attacks: 1 (quills)
Damage: 1d6, poison
Save: L15
Morale: 9
Hoard Class: V (XVII)
XP Value: 6,900

Carrins are 9 feet tall mutated Vultures weighing about 110 pounds. Each Carrin has 1d4 Blood Bird followers. They are highly intelligent. Their Quills are coated with class 12 contact poison to which they are immune.

Mutations: increased willpower, intellectual affinity (bartering), mental barrier, neural tekekinesis, spiny growth (medium size) (+900 xp per added mutation)

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