5E D&D Gamma World Monster: Dabber
 This is the latest entry in a series of creatures I converted for Fifth Edition Dungeons & Dragons to be used in my son's new Gamma World hexcrawl campaign. You can download all 150+ monsters here
This bipedal raccoon, his suit filled with pieces from scavenged technology and robotic components, gives you a wide smile and points to his wares. 

Dabbers are mutant raccoons who are intelligent and curious, willing to trade and sometimes steal if the moment warrants it. Their smaller size makes them cautious, prone to ambushes and traps. 

Dabbers are found in small, family-oriented groups. These groups, in turn, are only a small section of a larger clan. These clans, or cities, consist of up to 100 dabber families.

Dabbers are intrigued with anything shiny. If they see another creature with an object, they approach cautiously, asking for it. If turned down nicely, the dabber leaves distraught, but understanding and accepting that the object is cherished by its current owner. If turned away cruelly, the dabber runs away. Often (90% of the time), the dabber then returns with up to seven friends to take the object and anything else that strikes their fancy.


Small   humanoid (mutant)

Armor Class 15 (light armor)
Hit Points 22 (4d6+8)
Speed 30 ft. 


10 (+0) | 16 (+3) | 14 (+2) | 14 (+2) | 12 (+1) | 14 (+2)

Damage Resistances psychic

Skills Deception   +4, Insight +3, Perception +3, Persuasion +4, Survival +3

Senses low-light vision, passive   Perception 13

Languages   common, telepathy 120 ft.

Challenge 1 (200 XP)

Innate   Spellcasting (Psionics). The dabber’s innate spellcasting   ability is Charisma. It can innately cast the following spells, requiring no   material components:

  • At   will: light,   mage hand, minor illusion

Machete. Melee Weapon Attack: +5   to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.

Automatic Rifle. Ranged Weapon   Attack: +5 to hit, range 80/240 ft., one target. Hit: 12 (2d8 + 3) piercing   damage.


Telekinetic Push. The   dabber chooses a creature within 30 ft. That creature must succeed on a DC 10   Strength saving throw to avoid being pushed 5 ft. in a direction chosen by the   dabber.

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