They shouldn’t have existed, mistakes of nature and mistakes of humanity! These abominations were the accidents as a result of careless experiments and deadly warfare. And the result? Worse than we could have ever feared. Confused, angry, resentful, hateful! These things seek to destroy both their creators and the world around them. Much like the forces that spawned them, destruction is usually their goal. But, these creatures are no villains, but the consequences of arrogance, apathy, discrimination and violence.
Author’s Note: As a continuation of my theme, here’s a plethora of horrible mutants and mad experiments. While much of it is revisiting old monsters, there’s a good amount of new goodies to toss into your wastelands, super secret labs and other such locations.
A ghoulish cloud made of purely radioactive power. The skull-like shape floats off the ground, hovering and defiling all it touches.
Large elemental, neutral evil
Armor Class. 15 (natural armor)
Hit Points. 102 (12d10+36)
Speed. 40 ft. fly 40 ft. (hover)
STR 15 (+2), DEX 18 (+4), CON 17 (+3), INT 8 (-1), WIS 10 (+0), CHA 7 (-2)
Damage Resistances. acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities. necrotic, poison, radiant
Condition Immunities. exhaustion, grappled, paralyzed, petrified, poisoned, prone
Senses. darkvision 60 ft., passive Perception 10
Languages. Primordial, One “Earthly” language of choice
Challenge. 7 (2,900 XP)
Dust of Decay. The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Any creature caught within the path of this creature is effectively blinded. Any area 30 ft. around it is considered mildly irradiated. Since it is heavily concentrated radiation, targets must make a saving throw (DC 10) at the start of their turn each round.
Cosmic Indifference. Despite being an animated embodiment of entropy, it cares not for what it encounters. While it takes sadistic joy in irradiating its prey to death, it doesn’t seem to be too phased by their escape. This creature will not take reactions to make attacks of opportunity.
Multiattack. The elemental can make two slam attacks. Alternatively, it can make a slam attack and attempt Nuclear Storm.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (3d6+4) radiation damage
Nuclear Storm. (Recharge 5 or 6) As an action, the elemental can increase the power of their “Dust of Decay ability” from mild radiation to moderate radiation. This lasts 1d4 rounds.
The Blighted ones. These creatures were living flesh and bone before they were infected with the terrors of radiation. The necrotic glow melted their flesh and their minds. Some were lucky enough to die, while others were reinvigorated after collapsing. The necrosis stopped, as did most of their mental function. What was left was a soulless and thoughtless hollow creature that craves violence and has an unquestioning hatred of the living.
Medium undead, chaotic evil
Armor Class 8
Hit Points 30 (4d8 + 12)
Speed 25 ft.
STR 13 (+1), DEX 6 (-2), CON 17 (+3), INT 7 (-2), WIS 8 (-1), CHA 6 (-2)
Saving Throws Wis +1
Damage Immunities radiation*, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in life but can’t speak
Challenge 2 (450 XP)
Healing Factor. When starting its turn within a radioactive zone, the zombie gains 3 (1d4 + 1) cumulative hit points for each level of radiation its in.
Irradiated. The zombie is contaminated by radioactive contents. It emits a small field of radiation as a result. Creatures that start their turn within 5ft. of the zombie must make a Constitution saving throw (DC 13) or take 4 (1d8) radiation* damage.
Turn Immunity. The zombie is immune to effects that turn undead.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage + 3 (1d6) radiation* damage.
VARIANT: Ultra Radioactive Zombie
In this variant, creatures who have received radiation damage have their maximum hit point value reduced by the amount of that type taken. Creatures whose maximum hit points are reduced to 0 or killed by radiation damage return as radioactive zombies 1d4 rounds later. The challenge is increased to 3 (700 XP) instead.
Creatures that are reanimated in this manner gain the following traits:
- -10 ft. speed (to a minimum of 10ft.)
- -4 Dexterity (to a minimum of 6), All Mental Stats reduced by -6 (to a minimum of the above)
- Slam attack (deals 1d6 bludgeoning + 1d6 radiation)
- Immunity to Poisoned Condition and Poison Damage, as well as Radiation (and by proxy, necrotic and radiant)
- Undead Fortitude
Gifted with incredible psychic power. However, most of these talented folk are either unable to control their power fully or have become unstable and insane from it. As such, they seek to unleash bedlam through their psychic talents.
Medium Humanoid (any race), Any humanoid, usually evil
Armor Class 15 (psychic barrier)
Hit Points 39 (6d8 + 12)
STR 11 (+0), DEX 14 (+2), CON 14 (+2), INT 18 (+4), WIS 14 (+2), CHA 9 (-1)
Saving Throws. Intelligence +5, Wisdom +4, Charisma +4
Skills. Insight +6
Damage Immunities. Psychic
Condition Immunity. Charmed, Frightened
Senses. Darkvision 120ft., passive Perception 12
Languages. Common and two others of choice
Challenge 4 (1,100 XP)
Uncanny. Psychotic Psychics are considerably off, making it impossible for them to come across as normal. They have disadvantage on all checks to interact with a creature, hide any potential deformities or whatever other struggles the psychic may deal with. Furthermore, most mad psychics suffer from some form of indefinite madness, as found in Chapter 8 of the Dungeon Master’s Guide.
Magic Resistance. The Mad Psychic have advantage on all saving throws against spells and magical effects.
Dominate Creature (1/Day). The Mad Psychic imposes its will over a subject within 60ft. The target must make a DC 14 Wisdom saving throw. Upon failure, they are dominated for up to 1 minute, but they may save again the following round at the end of their turn. If any target friendly to the Mad Psychic attacks a dominated subject, the target may save again.
Inflict Anguish. Ranged Spell Attack: +6 to hit, ranged 60ft., one target. Hit: 18 (4d6+4) psychic damage. The target must also make a DC 14 Intelligence saving throw or become poisoned for 1 round.
Maddening Touch. Melee Spell Attack: +6 to hit, reach 5ft., one target. Hit: 20 (3d10+4) psychic damage. The target must also make a DC 14 Wisdom saving throw. Failure results in gaining a Short Term Madness effect. (If the target already has this and fails the save again, it becomes Long Term and then Indefinite).
Telekinetic Shove. Ranged Spell Attack: +6 to hit, ranged 60ft., one target. Hit: 20 (3d10+4) force damage. The target must also make a DC 14 Dexterity saving throw or be pushed back 5ft.
Entropic Touch (Recharge 5 or 6). Melee Spell Attack: +6 to hit, reach 5ft. one target. Hit: 13 (2d8+4) necrotic damage, the psychic heals 1/2 of the damage dealt. In addition, the target must make a DC 14 Constitution saving throw. Upon failure, the target cannot regain hit points (or temporary hit points) until the end of their next turn.
Psionic Surge (2/Day). Ranged Spell Attack: DC 14 Dexterity saving throw, 30ft. burst from the Mad Psychic, all creatures (except other mad psychics) in burst. If the target fails, they take 8 (1d8 + 4) thunder damage and 5 (2d4) psychic damage.
Shield from Energy. When the Mad Psychic is the target of a magical spell attack that’s within 60ft. of it, the psychic may use a reaction to impose disadvantage on the attack roll for that spell.
Dread Beast Amalgam
Toxic spills, desecrated grounds, super science… No matter the cause, one of the strangest byproducts is a disturbing fusion of creatures called the amalgam. This atrocious thing contains a variable of humanoids, beasts and other creatures;melded into a discordant mixture of clawing hands and gnashing teeth.
Sometimes they’re tentacle covered heads emerging from a body supported by several arms, other times they’re sickening corpses reanimated by unholy means.
Large aberration, 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
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.
Many Grabbing Arms. The Beast may attempt to grapple a victim as a bonus action.
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.
VARIANT: Nuclear Amalgam
This version of the amalgam deals an extra 7 (2d6) radiation** damage per attack, also using the Radiation rules. Increase its challenge to 9 (5,000 XP)
VARIANT: Zombie Beast
This version of the monster is Undead instead of an Aberration.
The next step in human evolution… or so they said. These mighty beings were exposed to a heavily mutative virus, turning them into towering discolored things capable of great strength and wielding powerful weapons more fit for a vehicle than a person.
Large humanoid, usually a chaotic alignment (rarely good)
Armor Class 14 (scrap armor)
Hit Points 95 (10d10+40)
Speed 30 ft.
STR 22 (+6), DEX 14 (+2), CON 18 (+4), INT 7 (-2), WIS 11 (+0), CHA 5 (-3)
Skills. Acrobatics +5, Athletics +12, Intimidate +3
Damage Immunities. Necrotic, Radiant, Poison
Condition Immunities. Poisoned
Senses. Darkvision 60 ft., passive Perception 10
Languages. Common, Mutant Speak
Challenge 7 (2,900 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.
Multiattack. The Massive Mutant may attack with Brute Club or Energy Blaster up to three times per round or use its Mutant Ax Pike twice per round.
Brute Club. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8+6) bludgeoning damage.
Destroyer Gun (Recharge 5 or 6). Ranged Weapon Attack:+5 to hit, ranged 80 ft./200 ft., one target. Hit: 41 (6d12+2) piercing damage plus 9 (2d8) bludgeoning damage. The target must also make a (DC 17) Strength saving throw or fall prone.
Energy Blaster. Ranged Weapon Attack: +5 to hit, ranged 40ft./120ft., one target. Hit: 15 (3d8+2) laser* damage
Mutant Ax 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 and have their speed reduced by 1/2 until the start of their next turn.
VARIANT: Intelligent Mutant
This Mutant has retained much of its mind as it became a hulking monster. 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). As such, many of these smarter mutants become leaders, if not the master of a mutant team. Its Challenge increases to 8 (3,900 XP.)
No one is sure how this oddity came to be. Was it a joke experiment? Was it an unfortunate result of a wasted world? None are certain. All that is known is that it’s aggressive, miserable, neighs loudly and can climb almost any wall.
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
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: 18 (3d8+5) bludgeoning damage.
Constricting Body. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 27 (4d10+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.
The subject of unspeakable tests and tortures. Having long since broken down as a result of their abuse, this pitiful creature lashes out at whatever comes near it. Fueled by a mixture of psychic ability, augmentations and its own natural ability; this loathsome monster is as tragic as it is dangerous. In the end, death is what it seeks… even if its methods are reckless and somewhat unpredictable.
Medium Aberration/Humanoid, Chaotic Evil
Armor Class 14 (natural armor)
Hit Points 88 (12d8+48)
STR 12 (+1), Dex 16 (+3), Con 18 (+4), Int 10 (+0), Wis 14 (+2), Chr 9 (-1)
Skills. Arcana +2, Perception +6
Condition Immunities. Charm, Fear, Sleep
Senses Darkvision 120ft, passive perception 16
Languages Common, 2 Languages of Choice, Telepathy 100ft.
Challenge 4 (1,100 XP)
Damaged Mind. This creature is immune to mind-affecting spells or abilities. However, this creature must attack the first living creature it sees. Furthermore, this creature is incapable of distinguishing foe from ally during combat.
Damaging Skin. Any creature that attacks the horror in 5ft. melee range risks damaging themselves. They must succeed a DC 15 Dexterity saving throw or take 7 (2d6) piercing damage.
Death Desire. This creature truly wants to die. Enemies gain advantage on attack rolls against this creature once it reaches 1/4 of its maximum HP.
Eye Slash. If one of the claw attacks hit, the Horror may use its bonus action to force the target to make a DC 15 Dexterity saving throw. Upon failure, the target is blinded and must seek medical aid (or be affected by a spell such as Greater Restoration or stronger) to restore eyesight.
Single Out. Attack that the Horror makes against a target that has no allies within 10ft. of it has advantage.
Multiattack. The Horror may use its claws twice per round.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (1d10+3) piercing damage each.
Horrific Wail. (Recharge 5 or 6) The horror can emit an ear piercing shriek! All creatures within a 60ft. of the horror’s choosing must make a Constitution saving throw (DC 15) or become deafened and frightened until the start of the horror’s next round.
Slasher Teleportation. (1/Day) As an action, the horror can elect to move itself up to 30 feet. During this movement, it cannot be detected and is considered non-existent until it stops moving. If the horror ends movement next to a creature, it can make 1 claw attack against them.
- Green Folk: These creatures otherwise look like people… save for their green flesh and pointed ears. These beings may seem like simple, tribal folk but are cunning and intelligent. They use the Scout and Tribal Warrior NPC stats from the Monster Manual, but gain resistance to Radiation damage.
- Badgeroid: Badger-like humanoids that worship a crudely drawn character, likely made by a long dead bard. These creatures use the Berzerker NPC stats from the Monster Manual, but gain a claw attack that deals 5 (1d4+3) slashing damage and may attack twice per round with claws. Their armor is natural armor instead of hide.
- Giant Animals: Save for their origin, they work otherwise like the stats found in the Monster Manual.
- Mutant Plant: Plants that have, by some miracle of science or the supernatural, gained some sort of awareness… and desire to hunt. The monsters found in this post work for plant based horrors.
New Damage Types: Inspired by 7th Edition Gamma World, there are two new damage types I’ve used frequently in my Sci-Fi inspired work.
- Radiation: This damage type brings with it both a cosmic glow and a life sapping force. It functions as both Radiant and Necrotic damage types. Creatures resistant to either have advantage on saves versus radiation, immunity negates the need for a save. If using the Radiation module, creatures taking radiation damage may gain further negative effects over time.
- Laser: This damage shoots forth like electrical energy and burns like fire. It functions as both Fire and Lightning damage types.
Image Credit: Gamma World 7E Art – Wizards of the Coast; Ghostrock Bomb – Fred Jant (Deadlands Hell on Earth); White Walkers – HBO (Game of Thrones); Tetsuo – Katsuhiro Otomo (Akira); Centisteed – TSR Inc.; Fallen Moribundi – Clive Barker