Tuesday, January 19, 2010

2e Tuesday - Sleeths & Fleshins


That's right, Gamma World 2d edition... what 2e did you think I meant?  Every Tuesday I will pick one of my favorite monsters from the fully illustrated bestiary included in the 2d edition Gamma World Basic Rules Booklet and convert it to Mutant Future.  Today's monsters are...










Sleeths (Seer Lizards) & Fleshins (Flying Fish) 

Sleeths:
No. Enc: 1d10
Alignment:  Lawful
Movement: 120' (40')
Armor Class: 4
Hit Dice: 18
Attacks: 1 (weapon)
Damage:  By Weapon Type
Save:  L12
Morale: 5
Hoard Class: IX

These friendly, highly intelligent bipedal lizard men are a welcome sight to the Mutant Future traveler.  They live in peaceful, scholarly groups that typically befriend strangers and offer them whatever hospitality they can (although they will use their ability to foresee the future to avoid any potentially hostile wanderers).  They have the ability to possess one plant within 45 feet as per the Possession mutation, except there is no mental attack roll required and the ability can only be used once per day.  In addition to the listed mutations, each Sleeth will have one more beneficial Mental Mutation.

Mutations:  Precognition, Neural Telepathy, Body Adjustment, Special (plant control) + one beneficial mental mutation



Fleshins:
No. Enc: 1-2
Alignment:  Chaotic
Movement: 240' (80')
Armor Class: 7
Hit Dice: 6
Attacks: 1 (spines)
Damage:  Contact Poison, Poison Class 15 (Death/4d6 damage)
Save:  L4
Morale: 5
Hoard Class: None (there may be some random discarded treasure on the bottom of the body of water that the Fleshins hunt in, but Fleshins do not actually carry any treasure nor do they accumulate it in the crevices that they lay their eggs in.

Luckily for most mutant PCs, these six foot long flying fish are usually only found in large bodies of water.  They can glide for long distances with their wing-like fins, effectively staying airborne for as long as they want when they use thermals to regain elevation lost while gliding.  They are dangerous carnivores that rely on their deadly spines to bring down their prey.  They also possess the unique ability to assume the form of a Sleeth, and in this form they gain all of the Sleeth's mutations.  They possess only an animal intelligence, so anyone who has experience with the quick thinking, peace-loving Sleeth should be able to recognize that something is wrong when they encounter a Fleshin in its Sleeth form.

Mutations:  Sleeth Form: Precognition, Neural Telepathy, Body Adjustment, Special (plant control) + one beneficial mental mutation

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