Another monster from my friend and collaborator Tommie Johnson:
This creature is theorized by most non-eaten scientists to be from a timeline where birds took over as the dominant species when the dinosaurs died out. They were probably apex predators in their original timeline, and certainly are apex predators now, as they are some of the biggest, meanest, nastiest things to “grace” Gamma Terra with their presence.
They look like regular, ordinary ducks scaled up to a massive size, albeit with enormous teeth added to the mix, and come in the colors (listed in ascending order of aggressiveness) yellow, green and red. They are often captured by the Red Death to train as shock troops, most of them horribly abused in the process, as well as by the Gammarauders who find them excellent test subjects. The grens also like to train them as “Defenders of Nature”. Those who get eaten by said Drakeons are said to have not loved nature enough.
Download the Drakeon now!
Did you know that giant killer ducks aren’t just fictional? Scientists have discovered fossil evidence!
My friend Tommie Johnson is a big fan of the more obscure monsters from Dungeons & Dragon history. Some of those such as the vegepygmy, garbug, and froghemoth have been brought back from obscurity and reintroduced in D&D Gamma World with new 4th-edition compatible stats.
Plucked from the pages of the original Fiend Folio, I now present Tommie’s version of the kamadan, a strange spotted cat with snake tentacles on its shoulders. There’s even a bonus version that’s an elite monster instead of a normal one, which can be used as a boss or miniboss in a campaign.
Originating from the many, many Aztec-dominated timelines, the Kamadan is a jaguar with around four to seven snakes surrounding its face. It was intended to be a tribute to reconciliation between the warring religions of Quetzalcouatl and Texacatlipoca, showing a balance between the Jaguar and the Plumed Serpent. The “breathing sleep gas” part was just added because it looked cool.
Of course, things went awry, and now they’re stuck in Gamma Terra. They have an intense magnetism that can serve them well in trying to rebuild the lost empire that they so yearn for, taking ruins from their dominant worldline and rebuilding them into grand temples, or else just repurposing existing structures for their own purposes (Rumor has it the head of the Mafia at the Luxor is one). Their favored Cryptic Alliance is the Restorationists.
Download the Kamadan stats now!
Expect more monsters from Tommie soon!
So you need a monster to challenge your uber tier Gamma World characters? Look no further! Adapted straight from 1st Edition Gamma World, here’s the death machine!
“20 meters long, 9 meters wide, 4 meters high, with many knobby projections all over,” the death machine is the ultimate enemy for your adventurers.
Download the Death Machine’s stats here!
For my current Saturday game of D&D Gamma World, I needed some pirates. Yarr! So I spent some time making up stats for them, from the simple (cyborgs who pew pew you from a distance with laser eyes) to the complex (Captain Zanzibar Sirocco kind of scares me). I also found some nice CreativeCommons-licensed artwork, including a bear pirate. Yes, you read that right, a bear pirate.
So in this PDF you’ll find stats for a complete crew of mutant pirates along with their ship and their raiding skycycles. And a mutant bear sky pirate. Enjoy!
Download the Sky Pirates here!
The D&D Dungeon Master’s Guide 2 introduced the concept of monster themes – groups of statistics that can be used to flavor “stock” monsters to give thematic unity to an encounter.
You can use the concept of monster themes to adapt D&D monsters from various sources – such as the D&D Essentials Monster Vault – for use in your D&D Gamma World game.
Choose an appropriate theme for the monsters you want to use, and then select one to three powers or traits from the list for that theme.
Here are three themes you can use in your campaign: cyborg, radioactive, and alien.
Download GM Advice: Mutating Your D&D Monsters here!
Here’s a merchant / caravan master NPC if you need one:
Formerly known as Larry the Lounge Lizard, Lawrence Lampropholis is a skinny Sleeth merchant whose luck turned around when he stumbled onto a piece of functioning Omega Technology – a slick spandex suit studded with laser emitters.
The powerful suit makes it so that Larry can hold his own in a fight, especially coupled with his natural mutant ability of psionic invisibility.
The only problem is that the laser suit fires in a burst radius around him, which means that Larry’s lost a few caravan shipments by blowing them up himself while successfully vaporizing bandits.
For this reason, Larry’s now willing to work with adventuring types as convoy guards for his long trips between Two Suns and Los Wages. He has a sizable cache of Ancient junk which he’ll use as payment, offering some in advance and the rest upon successful arrival at the caravan’s destination.
Download Laser Suit Larry
After a D&D Gamma World session recently, one of my players suggested that I should write up some monsters with a Southwest flavor. Here are four for you to enjoy: the taran-cholla, a mix between a giant tarantula and a jumping cholla; the meep (velocitus incalculii), a high-speed flightless bird; the snoburr, another flightless bird often used as an organic air conditioner; and the healer monster, a radioactive giant gila monster that generates a healing field.
Download Mutant Menaces of the Southwest here!
D&D Gamma World provides you with dozens of monsters to use in your games, both in the original boxed set and in Famine in Far-Go. However, it lacks rules on how to build your own custom monsters – rules that are located throughout several books in Gamma World’s sibling game, Dungeons and Dragons.
This document is designed to help you, a D&D Gamma World Game Master, create your own monsters from scratch and use them in your games. Options are also provided for random monster creation when appropriate, and some of the formulas used in monster creation are shown in gray boxes.
Let’s get started!
Here’s a high level solo to challenge your entire group in a Gamma Heroes game.
Download stats for The Visitor
This is the writeup of an adventure I ran January 8, 2011, at Amazing Discoveries in Tucson, Arizona, as the culmination of a string of sessions that dropped hints about the campaign’s first boss villain, “Ray-Gun.”
Scenario Parameters: This adventure is designed for a group of four player characters with an average level of 4, and uses maps and monsters from Famine in Far-Go. The encounters give details on how to scale the adventure for more or fewer players. “The Ray-Gun Revolution” is probably too hard for characters below second level and may not be suitably challenging for a party above sixth level.
Download the adventure now!