The nocturnal Waste Witches are a race of gnarled humanoids that lurk in irradiated deserts, toxic swamps, subterranean waste depositories, and overflowing landfills; essentially, any locale where most lifeforms fear to tread. They have greenish hides, bulging red-violet eyes, and snaggletoothed maws. As no Waste Witch has ever been seen without its distinctive color-shifting cloak, what they truly look like is unknown.
Waste Witches have the ability to manipulate the atomic structures of objects at a range of 50', and transmute them from one elemental form to another. As a Mental Attack, a Waste Witch can transform a victim into a solid "statue" of glass, iron, stone, etc. unless the target makes a Saving Throw Versus Energy. They have also been witnessed transmuting the air itself narcotic/poisonous gases or solid barriers/restraints, turning ordinary items into fiery phosphorus, and shaping worthless junk into precious metals and gemstones. [Specific transformations, and the combat effects thereof, are left for the Mutant Lord to devise.]
They rarely venture out of their territories, but sometimes raid isolated villages under the cover of darkness for seemingly random acts of kidnapping and murder. Waste Witches suffer a -2 To Hit penalty when attacking during daylight.
Mystery and superstition surround the Waste Witches, as every scout, missionary, and mercenary sent to their territories has never been seen again. Many insist they metamorphose their kidnapped victims into more Waste Witches. Others believe they worship pollution and Doomsday Devices of The Ancients, and hope to unleash another Apocalypse. Some even claim Waste Witches are actually the last surviving remnants of The Ancients themselves!
The creatures are innately immune to all toxins, diseases, and radioactivity. And a Waste Witch's "recirculo-cloak" grants the following abilities to the wearer: Armor Class 6; chameleonic concealment (as the Chameleon Epidermis Physical Mutation); full protection from desert-based environmental hazards (sun, wind, and exposure damage); no need for fresh water. It cannot be worn over other armor.
Mutations: Disintegration, Energy Ray (Any), Increased Sense (Vision), Metaconcert, Neural Telekinesis, Reflective Epidermis (Radiation), Thermal Vision, Unique Mutation ("Atomic Alchemy")