Wednesday, December 21, 2011

"T" is for "Thanatiel"

Thanatiel

No. Enc.:  1d2 (1d6)
Alignment:  Neutral
Movement:  30' (10')
         —Fly:  180' (60')
Armor Class:  -1
Hit Dice:  8
Attacks:  3 (2 claws, 1 bite)
Damage:  1d4 / 1d4 / 3d6
Save:  6
Morale:  10
Hoard Class:  VI, VII, XIV
XP:  3,060

Feasting on robots, machinery, and Ancient artifacts as well as flesh, the striking, 6' tall thanatiels are one of the most dreaded creatures of the technology-starved Mutant Future.  They usually roost in Ancient ruins, particularly abandoned skyscrapers and sports arenas.

Thantiels are nigh-invulnerable to physical harm, and possess "mono-molecular beaks" capable of slicing through the thickest materials.  The birds are drawn to concentrations of electronics (vehicles, equipment caches, etc.), and always consume metal and circuitry before focusing on live prey...unless, of course, said prey is wearing powered armor....

And woe be to any Android PCs caught in their sights!

Mutations:  Aberrant Form (Xenomorphism—Modified Digestive System), Gigantism, Reflective Epidermis (Electricity, Radiation), Unique Sense ("Techno-Sense")

Tuesday, December 20, 2011

Mutants In The News — "You're Next!!! YOU'RE NEXT!!!" Edition

Big ups to one of the most infectiously enthusiastic bloggers I read, Needles, for finding this article about web-like filaments growing on nuclear waste.  I can't imagine anyone more qualified to blog about atomic thread and radioactive fibers.

Here's my favorite quotes from the piece:

“The growth, which resembles a spider web, has yet to be characterized, but may be biological in nature...."

and
 

“But whatever it is, (it) doesn’t appear to be causing any damage...."


I think we all know how this one progresses....





Monday, December 19, 2011

"S" is for "Spidosaur"

Spidosaur

No. Enc.:  1 (1d4)
Alignment:  Neutral
Movement:  135' (55') 
         Swim:  45' (15')
Armor Class:  3
Hit Dice:  11
Attacks:  1 (bite, or tail-slap)
Damage:  2d12 + poison, or 2d8
Save:  L6
Morale:  11
Hoard Class:  VI
XP:  4,400

Spidosaurs, unholy arachnid/crocodilian hybrids, are 20'-25' long abominations found in fetid swamps, ruined sewers, and the rusting hulls of Ancient ships.  Though frequently encountered near watery environs, spidosaurs are ungainly swimmers, so they usually race along vertical surfaces and ceilings, or drop from treetops.

Spidosaurs sport toothy maws and enormous fangs that drip with a viscous Class 16 poison.  Their multiple eyes grant 360-degree vision, meaning the beasts are never Surprised.  A spidosaur's bellow echos for miles, and can paralyze prey by prompting primordial panic. 

Some of the most arrogant and militant races (like ClamazonsKarkhans, chaotically-inclined Manataur, and Goliaths [p. 74 of the Mutant Future Core Rules]) boast about taming spidosaurs as mounts, but those claims remain unverified.

Mutations:  Extra Parts (Eyes, Limbs), Shriek (Greater), Toxic Weapon (Venom)



Sunday, December 18, 2011

Fun With Feedback — "Bring On The Atomic Apes!" Edition

Thank (or blame) Messrs. Trey and Bill for this one.



Irradiape

No. Enc.:  1d10 (5d6)
Alignment:  Neutral
Movement:  120' (40')
Armor Class:  3
Hit Dice:  1
Attacks:  3 (2 claws, 1 bite)
Damage:  1d2 / 1d2 / 1d4
Save:  L2
Morale:  8
Hoard Class:  VI
XP:  22

Irradiapes are luminescent, foot-long primates that swarm around sites contaminated with radiation:  ruined reactors, missile silos, beached Ancient submarines, and the like.  They discharge scintillating bursts of energy from the spurs on their heads.

To utilize its Empathy mutation, an irradiape must make eye contact with the subject, and then succeed with a Mental Attack.  Targets can first make an Ability Check Versus Dexterity to avoid the gaze, and can gain a bonus of -1 to the roll for every -1 to attack they take in turn.  (Ex: a -2 to bonus to the Ability Check, with a subsequent -2 to Attack Rolls.).  Irradiapes have effective WIL scores of 5+1d4.

Irradiapes utilize their mind-thralls to procure food, and act as guards.  Those enslaved are usually short-lived, though, due to the intense radiation of their surroundings.

Mutations:  Empathy, Energy Ray (Radiation), Reflective Epidermis (Radiation), Unique Sense (X-Ray Vision)

Saturday, December 17, 2011

"M" is for "Mongoon"

Mongoon

No. Enc.:  1d6 (1d12)
Alignment:  Chaotic
Movement:  300' (150') 
Armor Class:  3
Hit Dice:  4
Attacks:  6 or 2 (4 claws, 2 bites, or 2 by same weapon)
Damage:  1d4 / 1d4 / 1d4 / 1d4 / 1d6 / 1d6, or by weapon twice
Save:  L4
Morale:  8
Hoard Class:  VII, XVIII
XP:  355

The lithe, lean mongoons are 4' tall, twitchy mammalians with penchants for cruel humor, kleptomania, inappropriate groping, and binge drinking.  They are known far and wide as "the bastards of the Mutant Future".

While they always congregate in gangs, mongoons seem to hate each other as much as (if not more so) as everyone despises their kind.  They require a strong leader (either a larger mongoon with more Hit Dice, or a more powerful sentient being) to guide them; otherwise, mongoon troops invariably turn to infighting and bloodshed.  Mongoon Force Screens get more use amongst themselves than against other foes.

Despite their glaring personality faults, mongoons make excellent henchmen, legbreakers, and assorted riffraff.  They excel at physical combat, and gain a +3 to all hand-to-hand To Hit rolls from raw speed, agility, and seemingly impossible maneuvers (which they've obnoxiously nicknamed "Goon-Fu").

A mongoon's skin is highly sensitive to Ancient-made chemicals, so they suffer an extra +1 per die of damage from sprays, gases, drugs, and/or toxins of an inorganic nature.

Mutations:  Epidermal Sensitivity [D], Force Screen, Negative Empathy [D], Quickness




Friday, December 16, 2011

Mutants In The News — Atomi-Kongs & Irradi-Apes Edition

To better measure radiation levels in and around the damaged Fukushima nuclear complex in Japan, scientists are unleashing an army of gadget-laden monkeys to do the dirty work.


What could possibly go wrong?

I mean...really?

"S" is for "Slimebiter"


Slimebiter

No. Enc.:  1d4 (2d4)
Alignment:  Neutral
Movement:  45' (15')
     —Swim:  150' (50')
Armor Class:  5
Hit Dice:  8
Attacks:  3 (2 claws, 1 bite)
Damage:  1d6 / 1d6 / 2d8+2
Save:  4
Morale:  11
Hoard Class:  VI
XP:  4,060 (or 4,560)

Urban legends abound in the Mutant Future about giant, mutated animals—rats, snakes, alligators, and even sharks—infesting urban sewers, but there's no way such creatures could possibly exist...

...because the seals would get them.  It would be crazy to think otherwise.

Slimebiters (also known as "sewer seals" or "sludgeseals") are 12'-15', 1.5-2 ton pinnipeds that inhabit the most contaminated of waters:  derelict sewers, toxic ponds, reactor retaining pools, cesspits, and the like.  They lurk beneath the mucky surface waiting for prey, and then explode forth with such speed and ferocity that they Surprise on a roll of 1-4 on 1d6 and gain a +2 Initiative bonus.

Slimebiters' mouths swarm with disease, and their bites transmit either Flesh Eating Bacteria (50%) [see p. 48 of the Mutant Future Core Rules] or Tetanus (50%) [p. 49] on a failed Saving Throw Versus Poison.  They, in turn, are immune to the effects of all known illnesses, toxins, and radiation.

The creatures are one of the few known predators of glowbras, quicksilverfish, and repulslugs.

There is a 10% chance that any given slimebiter possesses the Density Alteration mutation.  These size-shifting monstrosities are powerful enough to burst through the pavement covering their sewer lairs...and rampage throughout the city above, devouring all in their paths.

Mutations:  Enhanced Vision (Night Vision), Reflective Epidermis (Radiation), Toxic Weapon ("Bacterial Bite")

Thursday, December 15, 2011

"D" is for "Dualigator"

Dualigator

No. Enc.:  0 (1d4)
Alignment:  Chaotic
Movement:  90' (30')
      —Swim:  90' (30')
Armor Class:  3
Hit Dice:  4
Attacks:  2 (2 bites)
Damage:  2d8 / 2d8
Save:  L3
Morale:  9
Hoard Class:  VI
XP:  630

Dualigators are two-headed, 12' long reptiles with domineering personalities and haughty egos.  They have a particular fondness for the flesh of "lesser" humanoids, and often lurk near settlements, waterways, and oases to snag unlucky victims.  Any given dualigator has an INT score of 7+1d4 and a WIL of 7+1d6, but they fancy themselves the smartest, canniest beings in the vicinity.

While unable to utilize weapons, dualigators can manipulate objects, doors, and some Artifacts with the ape-like paws on their front-most limbs.

Dualigator hides are prized for their brilliant azure hue, and helms made from the scales grant the wearer an immunity to the Mental Phantasm mutation.

Mutations:  Aberrant Form (Hands), Dual Cerebellum (+1 extra Mental Mutation), Extra Parts x2 (Heads, Legs), Increased Willpower, Mind Reflection, Mind Thrust, Neural Telepathy, Possession

Wednesday, December 14, 2011

"B" is for "Bloat Titan"

Bloat Titan

No. Enc.:  0 (1d6)
Alignment:  Neutral
Movement:  120' (40') 
Armor Class:  6
Hit Dice:  10
Attacks:  1 (bite, or trample)
Damage:  2d10+3 + disease, or 4d8+3
Save:  L5
Morale:  9
Hoard Class:  None
XP:  3,800

The elephantine bloat titans are swollen, 16' tall, 10 ton arachnids that prowl grasslands and forests in a neverending quest for fresh blood.  When a herd is on the move, the ground quakes and wildlife flees in terror.

A bloat titan's thick carapace is impervious to conventional melee weapons and firearms.  And its deadly jaws transmit Hyper-Lyme Disease upon a failed Saving Throw Versus Death, which acts as the Superflu virus [see p. 48 of the Mutant Future Core Rules] without the communicability aspect...and it lasts 1d2+2 weeks, instead of 2.

Bloat titans dislike open flames, and villages often deter the creatures with bonfires or burn-pits.

Mutations:  Gigantism, Toxic Weapon ("Hyper-Lyme Bite")

Tuesday, December 13, 2011

"P" is for "Porse"

Porse

No. Enc.:  0 (2d6)
Alignment:  Neutral
Movement:  240' (80') 
Armor Class:  6
Hit Dice:  4
Attacks:  3 (2 kicks, 1 bite)
Damage:  1d4 / 1d4 / 1d6
Save:  L2
Morale:  8
Hoard Class:  None
XP:  245

Porses are sleek, hairless quadrupeds with beak-like snouts and blowholes in place of nostrils.  They gallop across the Mutant Future in familial pods, and spend their days hunting, frolicking, and "playfully" tormenting larger, slower predatory beasts.

The creatures are quite vocal, and communicate with elaborate whistles, clicks, and whines.  Once every 3 rounds, a porse can emit a focused burst of sound in a cone 15' long and 10' wide at its endpoint that Paralyzes targets for 1d4 rounds upon a failed Saving Throw Versus Stun.  Porses primarily use this ability to herd and disorient small game, so man-sized or larger targets get a +2 bonus to the Save roll.

Porses are intelligent enough to cooperate with humanoid trainers, and make excellent steeds.

Mutations:  Echolocation, Regenerative Capability, Unique Mutation ("Sonic Stun")

Monday, December 12, 2011

"S" is for "Shrumak"

Shrumak

No. Enc.:  1d4 (1d8)
Alignment:  Neutral
Movement:  150' (50') 
Armor Class:  5
Hit Dice:  13
Attacks:  3 or 1 (2 claws, 1 tendril-bite, or by club)
Damage:  1d8+3 / 1d8+3 / 1d10+3, or 1d12+3
Save:  L7
Morale:  10
Hoard Class:  XV
XP:  7,800

Shrumaks are towering, 12' tall beasts that lair in swamps, caverns, sewers, and Ancient ruins.  Though technically blind, they are active hunters, and chase down prey with surprising strength, speed, and agility.  Shrumaks often use stalagtites, logs, or debris as clubs, but (seemingly) lack any other hallmarks of intelligence.

A shrumak's spores act as the Mental Phantasm mutation when inhaled, and affect everyone within a 10' radius upon a failed Saving Throw Versus Poison.  The effects last 1d6 turns.

There is no evidence to suggest that shrumaks associate with either fungal groves [see p. 72 of the Mutant Future Core Rules] or fungoids [p. 73], though some speculate they may be the hyper-mutated forms of either.

Shrumaks and quarillas are mortal enemies.

Mutations:  Combat Empathy, Control Weather, Echolocation, Energy Ray (Cold), Free Movement, Nocturnal [D], Poisonous Spores





Saturday, December 10, 2011

"J" is for "Jaman"

Jaman

No. Enc.:  1d2 (1d6)
Alignment:  Chaotic
Movement:  120' (40') 
Armor Class:  6
Hit Dice:  7
Attacks:  1 (kick, or weapon)
Damage:  1d6, or by weapon
Save:  L7
Morale:  7
Hoard Class:  XVI
XP:  2,540

While slight of build and lacking in physicality, the 8' tall, lanky, wooly Jamen more than make up for their shortcomings with sheer dastardliness.  They are well known throughout the Mutant Future as grifters, flesh-peddlers, pushers, fences, assassins, and all-around scoundrels. 

A Jaman's thick wool—which ranges in coloration from dark brown, to off-white, to even lavender—resists the effects of radiation, and can be woven into protective garments.  Though they view it as demeaning, Jamen down on their luck will sell their hair for hard coin.

A Jaman always "knows a guy who knows a guy," as is an excellent resource for PCs needing to walk on the shadier side.  Jamen never stray far from their urban vice dens, and always have a minimum of 1d4 goons (usually Crules, KarkhansManacondas, Mantipedes, and/or Pigmen [see p. 88 of the Mutant Future Core Rules]) in their employ.

Mutations:  Control Light Waves, Damage Turning, Intellectual Affinity (Bartering), Mental Phantasm, Reduced Oxygen Efficiency [D], Reflective Epidermis (Radiation) 


Tuesday, December 6, 2011

"G" is for "Gheelid"

Gheelid

No. Enc.:  1d6 (3d8)
Alignment:  Neutral
Movement:  60' (20')
Armor Class:  4
Hit Dice:  5+6
Attacks:  3 or 1 (2 claws, 1 bite, or 1 weapon)
Damage:  1d4 / 1d4 / 1d8 + poison, or by weapon
Save:  L6
Morale:  11
Hoard Class:  VI, XV
XP:  1,060

Gheelids are lumpy, ponderous, 4' tall reptoids that inhabit the harshest wastes of the Mutant Future.  They spend their days underground, and hunt under the cover of darkness.  Their stamina is uncanny.

Gheelids are dogged combatants.  With a successful bite attack, a Gheelid clamps on and does automatic damage each subsequent round until it or its target is dead.  Furthermore, Gheelid saliva is highly toxic (Class 8), but the creature must gnaw for 3 consecutive rounds before the poison works into the victim's wounds.

As they share biomes and compete for the same sparse resources, Gheelids and the Quelagar are in perpetual conflict.  Desert communities sometimes suffer collateral damage from the two warring lizard peoples, and require outside Player Character intervention....

Mutations:  Enhanced Vision (Night Vision), Increased Physical Attribute (Constitution), Precognition, Toxic Weapon (Venom)


Thursday, December 1, 2011

"B" is for "Blitzfin"

Blitzfin

No. Enc.:  0 (2d6)
Alignment:  Neutral
Movement:  0' (0')
     —Swim:  165' (55')
Armor Class:  7
Hit Dice:  2
Attacks:  1 (bite)
Damage:  1d6 (+1d8)
Save:  L1
Morale:  9
Hoard Class:  None
XP:  65

Blitzfins are 3'-4' long, silvery, carnivorous fish found in bodies of fresh- and saltwater (particularly near ruined dams and power plants).  Electricity continuously arcs along their bodies, and their teeth crackle with energy.

Anyone bitten by a blitzfin suffers the initial bite damage, and takes an additional 1d8 jolting damage (unless otherwise immune).  Furthermore, those immersed in water and targeted by a blitzfin's Energy Ray or Energy-Retaining Cell Structure take an additional 1d6 conductivity damage per attack.

Like shockroaches and drearwigs, blitzfins can be used as "living dynamos" by those with the technical expertise.

Mutations:  Energy Ray (Electricity), Energy-Retaining Cell Structure, Reflective Epidermis (Electricity)

Tuesday, November 29, 2011

"X" is for "Xerix"

Xerix

No. Enc.:  1 (1d4)
Alignment:  Neutral
Movement:  105' (35')
Armor Class:  5
Hit Dice:  5+1
Attacks:  1 (gore)
Damage:  1d10
Save:  L4
Morale:  9
Hoard Class:  VI
XP:  1,260

Xerices are 20' serpents that inhabit scrublands and savannahs, lurking in pits, craters, and abandoned animal dens.  They gore their prey with antlers, and with a successful hit, follow up with constriction for an additional 2d8 damage.  This damage continues on subsequent rounds.

And from the nodules on its head, a xerix can expel a cloud of acrid blue gas 20' in diameter that hyper-dehydrates all matter within its confines.  Against wooden weapons, items, armor, and "ordinary" plantlife, the gas acts as the Disintegration Mental Mutation (with the xerix having an effective WIL score of 8+1d4).  Mutant Plants and plant-based creatures take 8d6 damage, but may make a Saving Throw Versus Poison for half damage; Pure Humans, Mutant Humans, and Mutant Animals suffer 4d6 damage, and make the same Save.  Androids are completely immune to the gas.  The cloud lasts 1d4 rounds, and the effects are continuous until it dissipates.

A xerix's multiple eyes are highly sensitive.  While xerices are Surprised only on a roll of 1 on 1d6, they are also terrified by the flashiness of laser pistols, blaster rifles, and similar weaponry.

Mutations:  Aberrant Form (Natural Weapon—Antlers), Extra Parts (Multiple Eyes), Phobia (Ranged Energy Weapons) [D], Toxic Weapon ("Desiccating Cloud")

Thursday, November 24, 2011

"S" is for "Stymphalian Turkey"

Stymphalian Turkey

No. Enc.:  1d4 (1d4)
Alignment:  Neutral
Movement:  120' (40')
Armor Class:  2
Hit Dice:  16
Attacks:  3 or 1 (2 claws, 1 bite, or 1 trample, or 1 volley)
Damage:  2d8 / 2d8 / 2d6, or 4d8, or See Below
Save:  L8
Morale:  10
Hoard Class:  XXI
XP:  6,900

The 20' tall, flightless monstrosities known as Stymphalian turkeys owe their origins to the most demented of Ancient experimentation.  Instead of natural tailfeathers, they possess serrated metallic facsimiles 8'-10' in length.  Ocular implants and diamond-tipped cyber-claws add to their freakishness.

Stymphalian turkeys can launch their oversized feathers up to distances of 150', with an area of effect radius of 20'.  Each volley fires 1d6+1 feathers that do 3d6 damage each.  Those struck in the impact radius can make a Saving Throw Versus Death for half damage.  The birds also Trample those underfoot.

A Stymphalian turkey's Hoard Class represents the alloys and electronic components salvageable from its corpse.  And a deceased specimen can feed a medium-sized village for 1d4 months.

Mutations:  Energy Ray (Implants), Gigantism, Increased Sense (Vision) (Implants), Spiny Growth (Extra-Large) (Implants)






Designer's Notes:  I dusted these beasties off from my longest-running Champions campaign.  The Stymphalian turkeys were the crazed creations of a team-up most terrible between supervillains The Cassowary, that feathery femme fatale, and The Gourmand, the corpulent culinary crook.  The demented duo unleashed the baleful birds during Fair City's annual Thanksgiving parade, and only the valiant heroes of Vanguard could stop them!  From that battle,  The Gourmand became one of Troubadour's  most hated foes!

Wednesday, November 23, 2011

"Q" is for "Quelagar"

Quelagar

No. Enc.:  1d6 (2d8)
Alignment:  Neutral
Movement:  120' (40') 
Armor Class:  4
Hit Dice:  6
Attacks:  2 or 1 (2 claws, or 1 weapon)
Damage:  1d4 / 1d4, or by weapon
Save:  L6
Morale:  9
Hoard Class:  VII, VIII, XIV
XP:  1,820

The Quelagar (both singular and plural) are a race of bipedal, 5' tall reptoids with rounded, hunched, spiky bodies and narrow tails.  They favor arid climes, hunting and scavenging in desert wastes and dry cavern complexes.  Though they will trade with outsiders, quelagar are amongst the most dour, gruff, and altogether crabby peoples of the Mutant Future.

When provoked, a quelagar can squirt a jet of blood from its tearducts at a distance of 15'.  This acrid fluid causes those struck to suffer -3 on all To Hit rolls for 1d6 rounds on a failed Saving Throw Versus Stun...and a -1 penalty if successful.

A quelagar can also revert into a previous stage of evolutionary development, taking the shape of a giant, 10' long horned lizard [use the statistics for the giant tuatara from p. 81 of the Mutant Future Core Rules].  Its Toxic Weapon is usable in this form, and there is a 25% chance that any given specimen possesses the Energy Ray mutation while metamorphed.

Due to their coloration, quelagar are nigh-invisible in sandy and rocky environs, and Surprise foes on a 1-4 on 1d6.

Mutations:  Force Screen (Greater), Mental Barrier, Metamorph, Spiny Growth (Medium), Toxic Weapon ("Blood-Burst")




Tuesday, November 22, 2011

"E" is for "Eyemoth"

Eyemoth

No. Enc.:  1d4 (1d6)
Alignment:  Neutral
Movement:  30' (10')
         —Fly:  180' (60')
Armor Class:  5
Hit Dice:  8
Attacks:  1 (bite)
Damage:  1d8
Save:  L4
Morale:  10
Hoard Class:  VII
XP:  4,560

Eyemoths, ravenous and indescriminate carnivores and scavengers, are nauseating, 6' long insects found in ruins, cave systems, and sewers.  Their moist, fleshy wings reach 15' across...and each is covered in 2d6 bulbous, leaking eyeballs.  Eyemoths are never surprised.

While flying, eyemoths can sling their optic fluids in a 20' long, 15' wide cone, and anyone caught in the spray must make a Saving Throw Versus Stun or be both Blinded and Paralyzed for 1d4+1 rounds.

Eyemoths suffer an extra +1 damage per die from cold-based attacks.

Mutations:  Combat Empathy, Enhanced Vision (Night Vision), Epidermal Susceptibility (Cold-Based Attacks) [D], Extra Parts (Multiple Eyes), Force Screen, Toxic Weapon ("Mucilage"), Weak Will [D]