No. Enc.: 1d4 (1d10)
Movement: 120' (40')
Armor Class: 5
Hit Dice: 12
Attacks: 1 (pummel, or melee weapon)
Damage: 2d4+3d6, or by weapon +3d6
Hoard Class: XV
Sure, the Mutant Future has its fair share of bizarre beasts and twisted denizens...but it's the Cremefillians who take the cake.
Cremefillians are surly, super-strong humanoids who usually appear in two varieties: the 7-8' tall, semi-cylindrical, gangly-armed tweenks, and the 5' tall, sorta-spherical, shiny-glazed donks. Their hides are confoundingly soggy, spongy, crumbly, and crusty. Sugary, too-white ichor runs through their veins.
Because of historical misdeeds done against them (involving oven-filled prison camps, cellophane shrouds, and Ancient dietary practices), Cremefillians revile Pure Humans, and Mutant Humans that don't look "funky enough". Many embrace brutal lives of criminality, thuggery, mercenary-ery, and/or warlord-ishness, and they revel in martial combat.
Thanks to absorbing all manner of things that just shouldn't be absorbed, cremefillians are immune to all known diseases, toxins, pollutants, radiations, and aging effects, making them effectively immortal (assuming they avoid stabbings and bludgeonings and whatnot). Determine the Poison Class of their Dermal Poison Slime at random, but re-roll Classes 3 and below (making the minimum Class 4).
The Cremefillians are a playable Character Race. They possess starting STR scores of 12+1d8, default ACs of 5, and 1d8 HP per point of CON, and also make Saving Throws as if 3 levels higher than their current level. Cremefillians can carry triple the standard weight amounts, with values adjusted accordingly on the Movement and Encumbrance Table [Mutant Future Core Rules, p. 36].
Mutations: Dermal Poison Slime (Modified), Increased Physical Attribute (Strength)
Not-The-Designer's Notes: The Cremefillians are the brainchildren of the twisted Andy Hopp, from his Low Life cosmology. I just Mutant Future'd 'em up, and added "donk" to the vernacular (at least I think I did). Read all about them here!