Badder
Medium-sized Humanoid (Mutant)
Hit Dice: 3d8+6 (16 hp’s)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30ft
Armor Class: 17 (+3 Dex, +4 Chain Shirt)
Attacks: By weapon +3 (melee) or +5 (ranged)
Damage: By weapon +1 (melee only)
Face/Reach: 5ft x 5ft/ 5ft
Special Attacks: Frenzy
Special Qualities: Mutations
Saves: Fort +3, Ref +6, Will +3
Abilities: Str 13, Dex 17, Con 14, Int 14, Wis 15, Chr 10
Skills: Knowledge (Feudalism) +4, Hide +5, Intimidate +2, Listen +4, Spot +4
Feats: Improved Initiative
Climate/Terrain: Termperate grasslands and forests
Organization: Feudal villages numbering over 200 members, patrols number 2 to 8 members led by a 2nd level fighter.
Challenge Rating: 1
Treasure: Standard
Alignment: Usually Lawful Evil
Advancement Range: By character class

See the Gamma World campaign setting for Alternity for more information.

Combat:
Badders are masters of swarm and destroy tactics.  They are ferocious warriors that leave a swath of blood and death in their wake.

Frenzy: Badders attack like thrashing demons.  Anyone who faces off against Badders and are either outnumbered or overpowered by the mutants must pass a Will save (DC 11) or attempt to flee the battlefield.  

Mutations: All Badders have the Night Vision and Empathic Blast (fear) mutations.

Society:
See the Gamma World campaign setting for Alternity for more information.

Characters:
Badders are most commonly fighters, but individuals are some times barbarians.