Wednesday, July 23, 2014

"H" is for "Hippoid" [Mutant Future Version]


No. Enc.:  1d4 (1d4)
Alignment:  Neutral
Movement:  120' (40')
      —Swim:  60' (20')
Armor Class:  3
Hit Dice:  13
Attacks:  1 (bite, punch, or weapon)
Damage:  2d8, 2d6, or by weapon
Save:  L13
Morale:  10
Hoard Class:  XVIII
XP:  6,900

Hippoids are beefy, 7' tall bipeds that are wholly immune to pain. Accordingly, they are skilled body modification artisans, and each hippoid sports numerous tattoos, piercings, implants, and decorative scars / brands.  They're the only race in the Mutant Future that doesn't blanch at the words "recreational dentistry".

Hippoids are psionically attuned to electrical current, and with minimal concentration, they can pinpoint the location any functional artifacts within a 2-mile radius.

Mutations:  Epidermal Photosynthesis, Increased Willpower, Neural TelekinesisQuick MindPain Insensitivity [D]Unique Sense ("Electro-Sense")

Tuesday, July 15, 2014

"C" is for "Czarfish"


No. Enc.:  1 (1d4)
Alignment:  Chaotic
Movement:  18' (6')
      —Swim:  60' (20')
Armor Class:  3
Hit Dice:  5
Attacks:  2 (spine-shards)
Damage:  1d6 / 1d6
Save:  L5
Morale:  9
Hoard Class:  XXII
XP:  2,300

Czarfish are 1'-diameter echinoderms adorned with glowing, crystalline growths.  They can launch 2 shards per round at a range of 20'.

The megalomaniacal czarfish embed themselves in targets (animals, humanoids, and even sentient plants), then slither headwards to be worn as "crowns".  A czarfish's Parasitic Control requires only 1 round of contact to be effective, instead of the usual 3.  Psychic leeches, czarfish drain 1d3 WIL points from their hosts per day.

In melee combat with a czarfish and its "mount", the Mutant Lord should apply all damage to the host first; only called shots with natural To Hit rolls of 18-20 hit the czarfish.  But mental attacks apply against the parasite first, which has a Willpower score of 15+1d4.

Czarfish ordinarily live marine existences, but can survive on land (attached or otherwise) for 5 days.

Mutations:  Energy Ray (Laser / Light), Force Screen (Greater), Increased Willpower, Metaconcert, Mental Barrier, Mind ReflectionMind Thrust, Neural TelepathyParasitic Control (Modified), PrecognitionSpiny Growth (Medium)

Wednesday, July 9, 2014

"L" is for "Luminoid"


No. Enc.:  1d4 (1d4)
Alignment:  Neutral
Movement:  90' (30')
         —Fly:  45' (15')
Armor Class:  -3
Hit Dice:  10
Attacks: 1 (weapon)
Damage:  by weapon
Save:  L10
Morale:  10
Hoard Class:  XXII
XP:  5,900

The otherworldly invaders nicknamed "luminoids" are vaporous beings contained within neon-infused membrano-suits.  Other than being nocturnal, almost nothing is known about luminoid biology.

Luminoids require their skeleton-like garb to maintain cohesion, and it's presumed their abilities derive from the tech instead of mutations proper.  Most physical attacks pass harmlessly through the suits' permeable shells, but electricity-based assaults scramble the circuitry and target as if against AC 1.

Feared across the Mutant Future, luminoids capture wildlife and sentients alike for study and experimentation, and plunder all Ancient tech they find.

Mutations:  Control Light WavesEnergy Ray (Laser / Light), Enhanced Vision (Night, Thermal, Ultraviolet), Plane ShiftTeleport

Friday, June 27, 2014

Mutants In The News — "Hungry, Hungry Hippos" Edition

How'd they get there, you ask?  They're hold-overs from deceased drug lord Pablo Escobar's menagerie.

"For about two decades, they have wallowed in their soupy lake....  Nobody knows how many there are," reports William Kremer.  They're also venturing far and wide, with some being spotted over 150 miles away from their birthplace.

And get this mind-boggling mutato-liciousness:  male hippos in Africa attain sexual maturity in seven to nine years, and females nine to eleven...but thanks their spectacularly perfect living conditions, these South American residents are reaching it in as little as three.  "All the fertile females are reported to be giving birth to a calf every year."

Seriously, the article's a fascinating read, and explains why "they escaped from zoos" isn't so far-fetched an explanation behind the monsters of the post-apocalypse.

Wednesday, June 25, 2014

"T" is for "Thornhopper"


No. Enc.:  0 (2d6)
Alignment:  Neutral
Movement:  180' (60')
Armor Class:  4
Hit Dice:  6
Attacks:  1 (gore or kick)
Damage:  2d8 or 2d6
Save:  L3
Morale:  8
Hoard Class:  None
XP:  1,070

Thornhoppers are armored, flightless insects of bison-like proportions that reach lengths of 15' long. Domesticated over the post-apocalyptic centuries, thornhoppers can carry two riders and up to 500 lbs of extra gear.

Thornhoppers often Trample when provoked, or at their riders' insistence.  And they are nigh-invisible in verdant environs, Surprising (even if carrying riders) on 1-5 on 1d6.

Mutations:  Increased Balance

Monday, June 23, 2014

"C" is for "Craydeen"


No. Enc.:  1d8 (2d6)
Alignment:  Chaotic
Movement:  120' (40')
   Burrow:  15' (5')
      Swim:  60' (20')
Armor Class:  3
Hit Dice:  11
Attacks:  4 (2 claws, 2 weapons)
Damage:  2d6 / 2d6, and by 2 weapons
Save:  L11
Morale:  11
Hoard Class:  VI, XIV
XP:  5,200

While the Craw are relatively peaceful crustaceanoids, the miliant Craydeen are anything but.  Stronger and nastier than their arthropoidal cousins, The Craydeen are rampant speciesists who bully, torment, and enslave "lesser races" at every opportunity.

The Craydeen are nomadic and semi-aquatic, and live as brigands and pirates.  They are also polyglots who can comprehend and commune with all sentient mutant species.

Craydeen love Ancient carbonated beverages, and will do anything to acquire them.

Mutations:    Aberrant Form (Gills and Lungs), Energy-Retaining Cell Structure, Enhanced Vision (Night), Force Screen, Frailty (Heat) [D]

Friday, June 20, 2014

"F" is for "Flinch"


No. Enc.:  2d6 (3d6)
Alignment:  Neutral
Movement:  18' (6')
         —Fly:  210' (70')
Armor Class:  2
Hit Dice:  1d2 HP
Attacks:  1 (peck)
Damage:  1 hp
Save:  L1
Morale:  7
Hoard Class:  None
XP:  7

Flinches are 6" tall birds with grimy, soot-stained feathers. Fleshy tumors erupt across their skulls, sometimes growing so pervasively as to blind the creatures outright.

Pyrokinetic pests that eat seeds, small arthropods, and ash, flinches are feared throughout the Mutant Future.  They turn settlements and ruins into infernos, and lay waste to arable land and crops.  To keep flinches at bay, villages often keep fiery "feeders" (rusty toxic waste drums filled with smoldering grains, vegetation, and debris) at the outskirts.

Some (burn-scarred, hair-deficient) individuals claim to have domesticated flinches, using exotic nectars and hand-carved whistles...which they'll happily sell for an exorbitant sum, natch.

Mutations:  Reflective Epidermis (Fire / Heat)Temperature Control (Heat)Vision Impairment [D]

Wednesday, June 18, 2014

"K" is for "Kurbaq"


No. Enc.:  1 (1d4)
Alignment:  Neutral
Movement:  90' (30')
      —Swim:  120' (40')
Armor Class:  5
Hit Dice:  13
Attacks:  3 (2 claws, 1 bite)
Damage:  2d6+2 / 2d6+2 / 1d8
Save:  L13
Morale:  10
Hoard Class:  XIX
XP:  8,700

The hermaphroditic, brutish kurbaqs are 8' tall, hunchbacked amphibianoids with slick, shiny bodies that ripple with muscles.  A third eye—bulbous, black, lifeless, and all-seeing—juts from the humps above their misshapen, snaggletoothed faces.  Though of low intelligence, kurbaqs possess cruel cunning and grim determination (WIL scores of 9+1d8).

Kurbaqs inject poison (Class determined at random) from sickle-like protrusions on their wrists.  And they insidiously combine their Ancestral Form and Empathy mutations to create loyal gangs of primitive, devolved humanoids.  A lone kurbaq will be accompanied by 1d3 thralls, while larger groups can have 2d6 (or more).

Mutations:  Ancestral Form, EmpathyEnhanced Vision (Night, Thermal, Ultraviolet), Reflective Epidermis (Fire / Heat), Mind Thrust, Reduced Oxygen Efficiency [D]Toxic Weapon (Venom)