Wednesday, July 1, 2026

New Cepheus Atom Monster - The Rad-Stalker (Mutated Deinonychus)

 Here is a mutated variant of the classic pack-hunting dromaeosaurid, ready-made for the rules-light post-apocalyptic settings of Cepheus Atom.



The Rad-Stalker (Mutated Deinonychus)

The Rad-Stalker is a terrifying twist on pre-collapse cloning experiments gone wrong, further warped by centuries of background radiation. They are larger than their ancestors, measuring roughly 4 meters long, completely hairless/featherless, and covered in mottled, leathery skin that bleeds toxic bile when ruptured.

Instead of simple feathers, their forelimbs have mutated into jagged, chitinous scythes, and their classic sickle claws are jagged and prone to delivering nasty infections.

Cepheus Atom Stat Block

  • STA: 8

  • DEX: 9

  • END: 10

  • Lifeblood: 18

  • Melee: 7

  • Stealth: 6

  • Speed: 14m

  • Armor: 1 (Thick, calloused hide)

  • Weapons: Sickle Claw (1d6+2 damage) or Scythe Arms (1d6 damage)

Special Abilities & Mutations

  • Pack Tactics: If more than one Rad-Stalker is attacking the same target, they gain a +1 bonus to their Melee rolls.

  • Irradiated Bite / Claw: Anyone wounded by a Rad-Stalker must make an END task check (Difficulty: Average) or contract radiation sickness, taking 1 point of STA damage per hour until treated or dead.

  • Pounce: If the Rad-Stalker moves at least 6 meters directly toward a target before attacking, its first attack knocks the target prone unless they succeed on an END or DEX check.

Encounters & Behavior

Rad-Stalkers hunt in small family units of 3 to 6 individuals. They are hyper-intelligent for beasts, capable of setting simple ambushes in ruins or rocky canyon passes. They actively track targets by scent and the faint hum of electronics, which seems to irritate them.

Here is a d6 table for harvesting a Rad-Stalker carcass. Survivalists can use these parts for crafting, barter, or uncovering lost pre-collapse tech.

Rad-Stalker Harvest & Loot Table

d6Harvested Item / LootValue (Credits / Barter)Rules Effect / Use
1Intact Sickle Claw50 CrCan be fashioned into a heavy combat knife or short sword (Melee, 1d6 damage). Grants a +1 bonus to intimidation checks if visibly worn.
2Irradiated Bile Gland100 CrContains enough toxic fluid to coat up to 3 melee weapons or pieces of ammunition. Successive hits inflict 1d6 residual radiation damage on the next round. Must be harvested with a successful DEX check or the harvester takes 1 point of STA damage.
3Leathery, Calloused Hide150 CrCan be treated by a skilled armorer to craft custom light armor (Armor: 1, grants +1 to Stealth checks in rocky or desert wasteland terrain).
4Swallowed Pre-Collapse Tech: Battery200 CrFound deep in the gizzard. A still-functional, high-capacity fusion cell or battery unit. Can completely power an energy weapon, a heavy flashlight, or a vehicle's auxiliary system.
5Swallowed Pre-Collapse Tech: Data-ChitVariableA cracked but readable memory drive from an old research lab. A hacker or tech-merchant can extract the data to reveal the map coordinates to an unlooted bunker or a hidden cache of medical supplies.
6Mutated Adrenal Gland300 CrIf chemically stabilized, it can be refined into 2 doses of "Slingshot" (a combat drug). Consuming a dose grants +2 to DEX and +4m to Speed for 1d6 combat rounds, followed by a -2 penalty to all actions for an hour due to severe fatigue.

Harvesting Note: Harvesting a carcass safely requires roughly 10 minutes and a knife. If a player rolls a natural 2 on their check (critical failure), they accidentally puncture a radiation pocket and immediately contract radiation sickness (1 point of STA damage per hour until treated).

 Here are three adventure hooks featuring Rad-Stalkers to drop into your Cepheus Atom campaign:

1. The Hum in the Walls

  • The Setup: The outpost of Rust-Hope recently repaired an old pre-collapse power generator, bringing electricity back to their perimeter fences. However, the high-frequency hum has driven a nearby pack of Rad-Stalkers into a frenzy.

  • The Twist: The creatures aren't just attacking; they are actively digging underneath the settlement to destroy the generator. The players are hired to hunt the pack in their subterranean den before they breach the outpost's floorboards and cut the power entirely.

2. Blood in the Water

  • The Setup: A vital oasis town has been cut off from its trade routes. A massive, heavily mutated alpha Rad-Stalker—known to locals as "Old Scythe-Tail"—and its pack have claimed the only local watering hole as their nesting ground.

  • The Twist: The pack isn't there by accident. A rival faction or a rogue wasteland bandit group is deliberately feeding the Rad-Stalkers contaminated meat near the oasis to drive the townspeople out, planning to claim the water source for themselves once the settlement collapses.

3. The Prodigal Pup

  • The Setup: A frantic settlement leader offers the players a massive reward to wipe out a pack of Rad-Stalkers that has been picking off their livestock and night watchmen.

  • The Twist: The pack is aggressive because the leader’s own reckless son stole a live Rad-Stalker hatchling, hoping to train it as a weapon or sell it to a fighting pit. The mother and her pack are tracking the hatchling’s scent, and they won't stop tearing the town apart until they get it back. The players must decide whether to return the pup, fight the furious pack, or deal with the greedy locals.

D100 Kull Era Atlantean Relics and Monster Encounter Tables For A Sword & Sorcery Sword of Cepheus 2nd edition

 The Pre-Cataclysmic age of King Kull is a brutal world of crumbling obsidian towers, ancient serpent cults, and blood-soaked bronze. For a Sword of Cepheus (2nd Edition) campaign, navigating the untamed wilderness of Atlantis or the decaying cities of Valusia requires a unique blend of weird science-fantasy and raw grit.



d100 Prehistoric & Sword & Sorcery Monster Encounters

These encounters emphasize the theme of a younger, wilder earth where humanity is not yet the undisputed master. Statistics can be quickly generated using the baseline Sword of Cepheus creature rules.

d100EncounterThreat Level & Tactical Notes
01–05The Serpent-Man InfiltratorA disguised Serpent Man assassin wearing the illusions of a trusted human ally or merchant. Attacks from ambush using a poisoned dagger (2d6 + paralytic venom). If cornered, it sheds its human guise, forcing a Willpower check to avoid fear.
06–10Pictish Raiding Party2d6+2 Pictish warriors armed with flint-headed spears (2d6) and shortbows. They use the terrain perfectly (DM+2 to Stealth) and favor hit-and-run ambushes, aiming to capture prisoners for sacrifice rather than engage in open warfare.
11–15Sabertooth Stalker (Smilodon)A solitary apex predator tracking the party from the downwind side. Characteristics: STR 14, DEX 11, END 12. Attacks: Massive Fangs (3d6 damage, ignores 2 points of Armor on an Effect of 6+). Extremely fast and stealthy in high grass.
16–20The Bleeding TreesA grove of carnivorous, semi-sentient flora. The vines lash out at anyone passing beneath them (Melee (Unarmed) skill 2, 1d6 crushing damage + grapple). The sap is a thick, crimson narcotic resin prized by sorcerers.
21–25Ghost-Wolves of the Ice Waste1d6 massive, pale wolves that hunt silently. Their fur naturally mimics the environment. They attack as a coordinated pack, attempting to knock targets prone (Athletics vs. Strength to avoid being tripped) before going for the throat.
26–30Valusian Ghoul Pack2d6 degenerate, subterranean humanoids feasting on a fresh battlefield or burial mound. Their claws carry corpse-disease; any damage taken requires an Endure check to avoid contracting a debilitating fever (-1 to all physical attributes until cured).
31–35The Obsidian GolemAn ancient, automated guardian left behind in an Atlantean vault. Armor 8, immune to piercing and slashing weapons unless they are made of Atlantean steel or magic. It attacks with heavy stone fists (4d6 blunt damage) but moves incredibly slowly.
36–40Swarm of the Crimson LocustsA cloud of flesh-eating insects that strips a landscape bare in minutes. The party must find immediate shelter (tents are shredded; caves or stone ruins are safe) or take 1d6 damage per round from thousands of tiny, razor-sharp bites.
41–45The Cave Horror (Dire Ape)A massive, four-armed albino ape defending its territory. Characteristics: STR 16, DEX 9, END 15. It can attack two different targets per round with its massive claws (2d6+3) and will attempt to hurl boulders at range.
46–50Possessed Sorcerous Zealots1d4 cultists whose minds have been completely hollowed out by an Elder God. They feel no pain (ignore all penalties from wounds or Stamina loss) and fight with fanatical frenzy using sacrificial daggers or iron-shod clubs.
51–55The Great Mire-CrocA 12-meter prehistoric crocodile lurking just beneath the surface of a swamp or river crossing. It surprises on a 1–4 on a d6. Its bite (4d6) automatically initiates a grapple; on subsequent rounds, it drags the victim underwater to drown.
56–60Deep-Earth Burrowers1d3 chitinous, segmented worms that sense tremors in the rock. They burst from the floor or walls, disrupting positioning. They have a corrosive acid spit (3-meter range, 2d6 acid damage that degrades mundane armor by 1 point per hit).
61–65Shadow-StalkerAn incorporeal entity summoned from the Outer Dark. It is invisible in complete darkness and can only be harmed by magic, fire, or silver/Atlantean weapons. Its touch does not do physical damage; instead, it drains 1d6 points of Willpower per hit.
66–70The Titan Strider (Megatherium)A gargantuan, territorial giant sloth. Generally peaceful unless provoked or if its young are near. If enraged, its sweeps can clear an entire frontline (Characteristics: STR 18, END 18, Armor 3, Claws 3d6+4 damage).
71–75Lizard-Kin Outcasts2d4 primitive, scaled humanoids representing the evolutionary bridge between dinosaurs and Serpent Men. They carry crude bone weapons but use primitive, terrifying war horns that force an Endure check to avoid being unnerved.
76–80The Blood-CloudA sentient, floating crimson mist that hunts by detecting warm blood. It moves at walking speed. Anyone caught inside the cloud must make an Endure check every round or suffer 1d6 internal damage as the mist leeches blood through their pores.
81–85Prehistoric Terror-Bird (Phorusrhacos)1d3 flightless birds with massive, axe-like beaks. They move at incredible speeds (twice human sprint speed). Their primary attack is a leaping strike with their beak (3d6 piercing damage) designed to crush skulls.
86–90The Iron-Scaled WyrmA massive, wingless dragon sleeping atop a pile of ancient plunder. Armor 6, Stamina 60. It breathes a cloud of scalding, superheated steam once every 3 rounds (5d6 damage to all in a 10-meter cone). A legendary-tier threat for seasoned characters.
91–95The Chanting MoundA haunting sonic phenomenon. A stone barrow where the wind vibrates through ancient structures, creating a psychic chant. Characters who get too close must make a Willpower check or be compelled to drop their weapons and walk into the tomb.
96–100Avatar of the Serpent GodA massive, multi-headed giant snake winding through the ruins. It acts as a focal point for ancient sorcery. Each head can strike independently. Killing it requires destroying all heads, but its hoard contains at least 2d4 Atlantean Relics.

Here are two unified d100 tables—one for lost Atlantean relics left behind before the oceans swallowed the continent, and one for the prehistoric horrors that stalk the dark corners of the world.

d100 Lost Atlantean Relics

In Sword of Cepheus, these items bridge the gap between magic and highly advanced, forgotten antediluvian technology. Identifying or restoring them usually requires a Knowledge (History) or Science (Archaeology) check.

d100Relic NameDescription & Cepheus 2e Mechanics
01–05The Obsidian HeartA polished sphere of volcanic glass that pulses with an unnatural warmth. When held, it grants DM+2 to all Willpower checks against mental sorcery, but forces a daily Carouse or Endure check to resist developing a cold, ruthless paranoia.
06–10Valusian Viper-StaveA copper staff tipped with a stylized snake head. It contains 10 charges of ancient alchemical gas. Expending a charge releases a 3-meter cone of neurotoxin; targets must make an Endure check or suffer 3d6 damage and be paralyzed for 1d6 rounds.
11–15Chariot-Stone of the SunA heavy, glowing amber crystal once used to power Atlantean sky-vessels. If slotted into a mechanical device or vehicle, it provides limitless clean energy, but emits a low hum that attracts apex predators and monsters within 5 kilometers.
16–20The Mirror of TuA bronze hand-mirror that doesn't reflect the physical world. Instead, looking into it reveals the true form of any shape-shifted creature, illusion, or Serpent Man within 10 meters, bypassing any magical or mundane disguise.
21–25Blood-Forged GreatswordAn oversized blade made of dark, unrusting Atlantean steel. It requires Strength 9+ to wield effectively. It deals 3d6+2 damage and ignores mundane armor, but every time it draws blood, the wielder must check Willpower or enter a berserk rage, attacking the nearest target.
26–30Thurian Chrono-CompassA complex brass dial that maps temporal fractures rather than geography. Utilizing it grants DM+2 to Navigation checks in ancient ruins, and allows the user to peer up to 10 minutes into the immediate past of a room once per day.
31–35Phial of the Black LotusA tightly sealed crystal vial containing a perfectly preserved oil. When vaporized or applied to weapons, it acts as a lethal poison (4d6 damage, Endure check for half). If inhaled raw, it induces prophetic, maddening visions of the coming Cataclysm.
36–40Coronated Helm of the Elder KingsA heavy bronze helmet lined with silver wiring. It grants the wearer Armor 4 to the head and the ability to mentally project their voice to anyone within line of sight, commanding absolute attention (DM+2 to Leadership).
41–45The Screaming ArrowheadsA quiver of 6 flint arrowheads etched with microscopic sonic grooves. When fired, they emit a horrific, deafening shriek. Targets within 5 meters of the impact point must succeed on an Endure check or be stunned and deafened for 1d3 rounds.
46–50The Ring of Lemurian JadeA ring carved from deep green stone that is cold to the touch. It allows the wearer to breathe underwater perfectly and swim at normal walking speed, a relic from the age before Lemuria sank beneath the waves.
51–55Tabula of the Star-GodsA clay tablet inscribed with geometric star maps. A character with Science or Knowledge can use it to predict weather patterns with 100% accuracy for the next week, or locate ancient impact craters containing rare meteoric iron.
56–60Girdle of the BehemothA thick leather belt studded with heavy meteoric iron plates. It increases the wearer's Strength characteristic by +2 (up to a maximum of 15) while worn, but increases their daily food and water requirements threefold.
61–65The Whispering IdolA small, jade pocket-idol of a forgotten, multi-limbed deity. Once per day, the owner can ask the idol a direct question about a dungeon or wilderness layout. The idol answers honestly but vaguely, demanding a drop of blood (1 Stamina point) in return.
66–70Gloves of the Iron GripFine mesh gloves made of an unknown, flexible grey alloy. They allow the wearer to scale vertical stone surfaces perfectly without equipment (Athletics checks always succeed unless conditions are extreme) and add +2 to unarmed strike damage.
71–75The Eye of CommoriomA massive, flawless ruby that acts as a focal point for raw sorcerous energy. If used as a spellcasting focus, it reduces the Stamina cost of casting any sorcery spell by 2 points (minimum 1), but leaks radiation that permanently lowers Endure on a critical failure.
76–80Atlantean Fire-ThrowerA heavy brass cylinder with a pistol grip, connected to a small fuel tank. It functions as a primitive flamethrower. It deals 3d6 fire damage in a 6-meter line, ignoring armor, but has a 1-in-6 chance to explode on an attack roll of natural 2. (5 shots total before requiring rare alchemical oil).
81–85The Shroud of ShadowsA tattered, smoky grey cloak that seems to absorb light. While moving slowly, the wearer receives DM+3 to all Stealth checks. However, mundane animals can smell the "un-light" and will bark, hiss, or panic if the wearer approaches within 10 meters.
82–90The Unending CanteenA metallic flask etched with waves. It psychically condenses moisture from the air, providing enough fresh, pure water for up to three people every day, even in the dead of the Pictish wilderness or a barren desert.
91–95Bone-Flute of the Red SlayersA flute carved from the thigh-bone of an ancient warlord. When played by someone with Art (Music), all undead or primitive beast-men within 20 meters must roll a Willpower check or flee in terror for 2d6 rounds.
96–100The Great Seal of King KullA massive gold signet ring bearing the original crest of Valusia. It grants the bearer DM+3 to Social or Persuasion checks when dealing with civilized human nobility or soldiers, who recognize the sheer historical authority of the ring.