FREAKS! – Aberrant Beasts, Mutants and other Abominations

When magic is involved to experiment with life, the results can be horrifying and sickening.  So-called Freaks are born from careless tinkering with supernatural forces.  These “freaks” are often driven to madness and hostility by either their inability to grasp the world around them or reacting to a harsh and judgemental society.  Those who lack sentience tend to go mad from their tormented existence. Most of the time, their creators have little care for their warped creations.  Those who do seem them as the perfect meat shield, whilst they continue their depraved and disturbed experiments.

While many are the result of mad scientist, evil alchemists and deranged wizards; some are victims of corrupting powers and incomprehensible forces.  These powers greatly vary.  Forces like abyssal underworld hexes, maddening voids of realms beyond, places of raw and untamed energies.  Creatures born from such mysterious planes and domains are often thralls to their mad overlords.  Those who break free often became chaotic and destructive forces prone to rampage, much like material plane  “freaks”.  These planar-blighted beings were often enslaved as living machines of destruction.  They serve as pawns in warfare, conquest or acts of terror.

Author’s Note:  Many of these are original with the help of some of my friends (Thanks Bobby, Centaurpede will give me nightmares!)  Also, the creepy horse mask inspired some of the flavor text…  In the case of some of the others, they are homages.  The Cosmicoid is both a nod towards Alien and the equally inspired Wanamingo from Fallout 2.  The Hulking Mutant is a more clear reference towards the Super Mutants from Fallout.  Meanwhile the Atomic Beast was my translation of Keith Thompson’s Pripyat Beast and Psi-Zombie is Zombified Stalker from S.T.A.L.K.E.R. meets the Witch from Left 4 Dead.  Also, Atomic Beast and Centaurpede are conceptually very similar…  Granted, one’s alive while another is a From Software staple.



Atomic Tragedy Beast

The abomination once consisted of mashed up piles of hastily buried corpses, killed off from wicked energies and polluted lands.  The very same darkness ended up reanimating the mass graves, twisting and fusing the necrotic flesh into a wholly new beast.  Each abomination acts as a single entity, driven by an unrelenting hunger and maddening anger.

Atomic Tragedy Beast

Large undead, chaotic evil

Armor Class 15 (natural armor)

Hit Points 180 (19d10+76)

Speed 25 ft.

STR 22 (+6), DEX 8 (-1), CON 19 (+4), INT 2 (-4), WIS 9 (-1), CHA 4 (-3)

Damage Resistances. Necrotic

Damage Immunities.  Poison.

Condition Immunities. Charmed, Deafened, Frightened, Poisoned, Paralysis

Senses.  Blindsight 120 ft., passive Perception 9

Languages. –

Challenge 8 (3,900)

Vile Stench.  Any creature that starts its turn within 30 ft. of the beast must make a (DC 15) Constitution saving throw.  Failure results in the creature being poisoned for up to 1 minute.  They may make a new saving throw at the end of their turn.  Creatures who succeed are immune to this effect for up to 24 hours.


Multiattack.  The Beast may attack up to three times per round, one of which can be its Maw.

Mutant Slam.  Melee Weapon Attack: +9 to hit, reach 10 ft., one target.  Hit: 11 (2d6+6) bludgeoning damage.  The target must make a (DC 17) Dexterity saving throw or fall prone.

Gaping Maw.  Melee Weapon Attack: +9 to hit, reach 5 ft., one target.  Hit: 17 (2d10+6) piercing damage.  If the target is prone, restrained, paralyzed or a similar condition; they are devoured by the beast.  A 1 medium or 2 smaller creature can be devoured.  While devoured, the creature takes 6 (1d10+4) necrotic damage.  The creature may attempt an escape action (DC 17) to break free of the beast.  Alternatively, they may deal up to 30 damage inside the beast and create an opening instead.




Simply put, this creature was a mistake.  One can only assume some unstable creator wanted to make a horse that could accommodate countless riders at once.  However, something along that process went horribly wrong.  The creature lives in constant agony and confusion, as evident on the eerie expression on its face.  However, it has learned new predatory behaviors from utilizing its strange body.  Existing as a product of madness, the so-called Centaurpede combines the raw power and speed of a horse with the maneuverability and constriction of several long bodied animals.


Huge monstrosity, unaligned

Armor Class 15 (natural armor)

Hit Points. 85 (10d12+20)

Speed 60 ft., climb 30 ft.

STR 20 (+5), DEX 14 (+2), CON 14 (+2), INT 2 (-4), WIS 12 (+1), CHA 3 (-4)

Senses. passive Perception 11

Language. –

Challenge. 5 (1,800 XP)

Maniacal Violence.  This creature takes out its agony on whatever it encounters.  It will attempt to attack the creature closest to it.

Spider Climb.  The creature can climb on almost any surface, akin to the spider climb spell.

Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a (DC 16) Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action .


Caravan of Hooves.  Melee Weapon Attack: +7 to hit, reach 10 ft., one target.  Hit 15 (3d6+5) bludgeoning damage.

Constricting Body.  Melee Weapon Attack:  +7 to hit, reach 10 ft., one target.  Hit: 23 (4d8+5) bludgeoning damage.  The target must also make a (DC 16) Dexterity saving throw or be restrained.  The target must take an escape action to be freed.




It is unknown if this creature is from this realm or from the distant cosmos as a whole.  What is known is that it shared many traits with countless terrestrial creatures.  Raptor like legs capable of running at incredible speeds, squid-like arms with grabbing tentacle endings, massive jaws on a head that makes up most of its body; this culminates together to form an aberrant monster unlike anything else.  It’s likely such a beast was born from the depths of heavily toxic and dangerous alchemy.  This is supported by the energy in its bite being capable of draining your very life force.


Large aberration, unaligned

Armor Class 18 (natural armor)

Hit Points. 42 (5d10+15)

Speed 40 ft, burrow 10 ft.

STR 15 (+3), DEX 18 (+4), CON 16 (+3), INT 5 (-3), WIS 10 (+0), CHA 7 (-2)

Skills.  Acrobatics +6, Stealth +8

Damage Resistances. bludgeoning/piercing/slashing from non-magical weapons, lightning, necrotic, radiant

Damage Vulnerabilities.  fire

Senses. Darkvision 120 ft., passive Perception 10

Languages. –

Challenge 4 (1,100 XP)

Cowardice.  If reduced to 1/2 of its HP, it will make an attempt to flee.

Magical Attacks.  The Cosmicoid’s attacks count as magical for purposes of overcoming resistance and immunity.


Multiattack.  The Cosmicoid may may up to two attacks per round, one of which may be a grab.

Tentacle Grab.  Melee Weapon Attack: +6 to hit, reach 5 ft., one target.  Hit: The target is now restrained.  The target must make an escape action (DC 14) to free themselves from the grab.

Bite.  Melee Weapon Attack: +6 to hit, reach 5 ft., one target.  Hit: 9 (2d4+4) piercing damage.  The target must make a (DC 14) Constitution saving throw.  Upon failure, the target takes an additional 4 (1d8) necrotic damage and your maximum hit points are reduced by the extra damage.  This can be removed by taking a long rest or by casting a relevant spell.



Hulking Mutant

It is said that a mysterious power lies to the distant west.  A massive vat containing a compound so foul, it turns people into beastly green men.  All them serve their creator with insane devotion.  Some are capable of higher though, combined with their incredible strength.

Hulking Mutant

Large humanoid, chaotic neutral (sometimes chaotic evil)

Armor Class 14 (makeshift armor)

Hit Points 85 (9d10+36)

Speed 30 ft.

STR 22 (+6), DEX 14 (+2), CON 18 (+4), INT 7 (-2), WIS 11 (+0), CHA 5 (-3)

Skills.  Athletics +12, Intimidate +3

Damage Immunities.  Necrotic, Radiant, Poison

Condition Immunities.  Poisoned

Senses. Darkvision 60 ft., passive Perception 10

Languages.  Common, Mutant Speak

Challenge 6 (2,300 XP)

Oversized.  Hulking Mutants have advantage on checks to push, pull, grab or the like.

Mutant.  You are immune to diseases and poisons

Sturdy.  Hulking Mutants use no movement to get up from being prone.  Also, they have advantage on saves against forced movement.


Brute Club.  Melee Weapon Attack: +9 to hit, reach 10 ft., one target.  Hit: 32 (4d12+6) bludgeoning damage.

Super Gun.  Ranged Weapon Attack:+5 to hit, ranged 60 ft./120 ft., one target.  Hit: 35 (6d10+2) piercing damage.

Mutant Axe Pike.  Melee Weapon Attack:  +9 to hit, reach 10 ft., one target.  Hit: 24 (5d8+6) slashing damage.  The target must also make a (DC 17) Dexterity saving throw or take an additional 5 (1d10) piercing damage.


 VARIANT: Intelligent Mutant

This Mutant has retained much of its mind during transformation.  This mutant has an Intelligence of 16 (+3), a Wisdom of 13 (+1) and a Charisma of 12 (+1).  It has skill proficiency in History (+6) and its Intimidate increases (+7)  This mutant also has saving throw proficiency in Intelligence (+6) and Wisdom (+4).  Its Challenge increases to 7 (2,900 XP.)



Psi-Zombie Template

A Psi-Zombie is technically not an actual zombie.  However, exposure to destructive psychic power was left the victim’s mind in shambles.  All that is left is base instincts and a remedial knowledge of fighting and defense, as if the power wanted them to have that.

Ability Score Adjustment –  All that remains from chronic exposure to dark energy is a husk, akin to the actual zombie.  However, an inability to feel pain as well as an increased toughness makes them a formidable foe.  The creature’s Intelligence score can no longer be higher than 3.  If it is above that, reduce the score as such.  In addition, it receives a +2 bonus to Constitution.

Instinctual Hunter – A Psi-Zombie always hunts to kill and is out to preserve itself at all costs.  If it sees potential prey that doesn’t look too dangerous, it will always go after it.  It can discern through checks to see if the target is too risky to attack.

Looks Almost Normal – Psi-Zombies have an unhinged and uncanny look to them.  Otherwise, they look almost normal.  However, their staggered and confused gait implies otherwise.  From afar, they look and seem like normal people.  A (DC 15) Insight check on any Psi-Zombies you can get a proper look at will show this is not the case.


Slam.  This attack reaches out 5 ft. and hit up to one target.  This attack goes off of the target’s strength modifier and deals bludgeoning damage based on the following:  Small – d4+STR Mod, Medium – d6+STR Mod, Large – 2d6+STR Mod, Huge 3d6+STR Mod.

Frenzied Shriek (Recharge 5 or 6).  All creatures within 30 ft. of the target are affected.  They must make a Constitution saving throw (DC = 8 + proficiency bonus + WIS Mod).  Those who fail the save take thunder damage based off the final Challenge as well as become deafened for 1 round.  The base level is 1d6.  For every challenge level above 1/2, this attack deals an additional 1d6.  The damage is decided by the final challenge rating of the creature.  Creatures immune to hearing attacks or thunder damage are not affected.  All Psi-Zombies who here the shriek within 180 ft. radius are drawn towards the source.

Challenge.  The final challenge, after adjustment, is +2 challenge levels to the creature’s original rating.



Art Sources: Keith Thompson – Pripyat Beast

Made by Doctor Necrotic, for Doctor Necrotic Media.


2 thoughts on “FREAKS! – Aberrant Beasts, Mutants and other Abominations

  1. Pingback: Strange Things in Bloodied Wyvern Peak – A Mini Adventure for 5th Edition | Daemons & Deathrays

  2. This is the kinda stuff i follow you for! This is amazing! is it possible to get some more mutant templates next? Like zombies that burst into infecious goo, or mutants that can crawl on walls or something like that

    Liked by 1 person

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