Thursday, February 9, 2012

"T" is for "Time Viper"

Time Viper

No. Enc.:  1d4 (1d4)
Alignment:  Neutral
Movement:  60' (20')
Armor Class:  4
Hit Dice:  4+1
Attacks:  1 (bite)
Damage:  1d6 + Poison
Save:  L3
Morale:  8
Hoard Class:  VI
XP:  365

Time vipers are sluggish, stocky, 12'-15' long serpents with thick, lumpy scales and three lifeless eyes.  They inhabit warm and wet environs, and often lurk in underbrush or dense foliage to surprise rodents and small game.

The bite of a time viper is feared throughout the Mutant Future, as their venom acts as the Ancestral Form Mental Mutation [p. 28 of the Mutant Future Core Rules].  Upon exposure, a victim must make a Saving Throw Versus Poison, or start losing mutations each round as written.  Furthermore, the subject regresses to a more "youthful" state, losing muscle mass (-1d6 STR), libido (-1d6 WIL), and secondary sexual characteristics (-1d6 CHA).  Lost points recover at a rate of 1 point per Ability per calendar year.

A time viper's "pubescent poison" loses its toxicity 1d4 turns after being removed from the living serpent, so malefactors wishing to use it offensively breed the snakes in captivity.  In most communities, anyone caught with a time viper in their possession is put to death without trial.

Mutations:  Enhanced Vision (Night Vision), Extra Parts (Eyes), Toxic Weapon ("Pubescent Poison")



Designer's Notes:  Inspiration for this beastie came from an article on Russell's pit vipers and their nasty pituitary-disrupting venom.