Sunday, March 13, 2011

"C" is for "Cactopus"

Cactopus


No. Enc.:  0 (1)
Alignment:  Neutral
Movement:  60' (20')
Armor Class:  8
Hit Dice:  8
Attacks:  8 (8 tentacles)
Damage:  1d6 + drain (per tentacle)
Save:  L4
Morale:  8
Hoard Class:  VII
XP:  3,560

Cactopi are secretive creatures that inhabit desolate wastes and badlands, scuttling across the sands and lurking in rocky outcroppings.  Their dun-colored, pulpy bodies are covered in small spines, and each of their eight tentacles ends in a spear-like woody barb.  Their central mass is about 3'-4' in diameter, and their tentacles can elongate to lengths of 10'.

Lacking mouths, cactopi draw liquid sustenance through their tentacles...and given their habitats, they primarily drain it from living prey.  They hide just beneath the surface of the sands, and then lash out and plunge their barbs into unsuspecting victims.  Each successful hit not only does the initial piercing damage, but also an additional 1d4 dessication damage each subsequent round as the target's fluids are drained away, ultimately leaving only a withered husk.  Furthermore, for each tentacle constricting in this fashion, the victim suffers a cumulative attack penalty of -1.  A tentacle can be severed if a total of 8 points or more damage is done with one blow.

Able to detect even the most trace amounts of moisture within a mile radius of their locations, cactopi always focus their attacks on adventurers carrying the greatest quantity of bottles, flasks, and/or water/wineskins.

When combat goes against it, a cactopus discharges a 20' diameter cloud of spores that induces a severe hacking and coughing allergic reaction [treat as a Class 11 paralytic poison].  The creature flees during the confusion.

Due to their spiny bodies, anyone successfully striking a cactopus bare-handed sufferes 1d4 damage.

Mutations:  Spiny Growth (Small), Thermal Sensitivity (Cold) [D], Toxic Weapon ("Spore-Spray"), Unique Sense (Detect Moisture)

Friday, March 11, 2011

"G" is for "Gullverine"

Gullverine

No. Enc.:  0 (1d6)
Alignment:  Neutral
Movement:  150' (50')
      Swim:  120' (40')
Armor Class:  5
Hit Dice:  4
Attacks:  3 (2 claws, 1 bite)
Damage:  1d6 / 1d6 / 1d10
Save:  L2
Morale:  12
Hoard Class:  None
XP:  190

Gullverines are predators the size of large Ancient canines, with stocky, muscular bodies, dingy feathers, clawed, webbed feet, and toothy, beaked snouts.  They are never found far from coastal waters, and are equally comfortable in both tropical and arctic climes.

Tenacious and bloodthirsty, gullverines get +4 to all To Hit rolls.  And 4 times per day, they can regurgitate an odious mixture of saliva and undigested prey that coats a cone 20' long and 15' wide at its endpoint.  Targets failing a Saving Throw Versus Energy Attacks are not only blinded for 2d6 rounds, but also suffer a loss of 2d6 points of Charisma for 2d4 days.

Some Clamazon tribes breed gullverines as both hunting and combat companions, and often unleash the beasts on unwary villages prior to a raid.  Such trained specimens are kept in surface caves and pens, and tended by particularly brutal Clamazon wranglers (who have +1 Hit Die above the standard).

Mutations:  Toxic Weapon ("Gore-Goo")

"K" is for "Karkadillo"

Karkadillo

No. Enc.:  1 (1d4)
Alignment:  Neutral
Movement:  30' (10')
   —Burrow:  45' (15')
Armor Class:  -2
Hit Dice:  8
Attacks:  3 or 1 (2 claws, 1 bite, or 1 tail-slap)
Damage:  1d6 / 1d6 / 2d6 or 1d10
Save:  L4
Morale:  9
Hoard Class:  None
XP:  2,060

Karkadillos are ornery predators the size and shape of Ancient compact automobiles.  Three "fins" jut from their bony shells, and a fourth protrudes from their pointed heads.   Their tails end in studded, spiked masses.

Slow and ponderous, karkadillos primarily burrow after prey they can catch (giant worms, grubs, and the like), but they also ambush convenient topside prey by exploding forth with slashing claws and snapping jaws.  And while too heavy to swim, their gills allow them to trundle along the beds of both fresh and saltwater bodies to devour giant crustaceans and mollusks.

Natural enemies, karkadillos and molebears fight to the death when one crosses the other's territory.  These subterranean battles often create small localized tremors.

Mutations:  Aberrant Form (Gills and Lungs), Increased Sense (Smell), Unique Sense (Vibrations)

Thursday, March 10, 2011

"V" is for "Vinosaur"

Vinosaur


No. Enc.:  1d2 (1d6)
Alignment:  Neutral
Movement:  105' (35')
Armor Class:  7
Hit Dice:  7
Attacks:  4 (1 tendril grab, 2 claws, 1 bite)
Damage:  2d6 / 1d6 / 1d6 / 1d8
Save:  L4
Morale:  10
Hoard Class:  VI, XIV
XP:  2,890


The savage vinosaurs are ambulatory, bipedal plants that reach heights of 7'-9' tall.  They have four prehensile tendrils (which can elongate to 20'), two scythe-like claws, and maws of razored fangs.  Lichens, mold, and fruiting bodies cover their exteriors.

In combat, vinosaurs first lash out with their vines.  A successful hit inflicts 2d6 constriction damage, and the beasts then tear into their prey with claws and fangs.  Once a victim is struck by the initial tendrils, no additional Attack Rolls are requiredthe flurry of damage is sustained each subsequent round until either the target or the vinosaur is dead.

Vinosaurs are dormant during the day (with their resting forms taking on a rigid, tree-like appearance), and only come alive under the cover of darkness.  Many an unwary adventuring band has unknowingly camped out in a glade of inert vinosaurs, and later awakened to...unpleasantness.

Mutations:  Carnivore, Free Movement, Full Senses, Night Vision, Nocturnal [D], Prehensile Tendrils (Constrictive)

Wednesday, March 9, 2011

"L" is for "Lohbim"

Lohbim  ("Cerebrute")


No. Enc.:  1d4 (1d8)
Alignment:  Chaotic
Movement:  75' (25')
Armor Class:  0
Hit Dice:  12
Attacks:  2 or 1 (2 claws, 1 trample)
Damage:  2d8 / 2d8 or 2d10
Save:  L12
Morale:  8
Hoard Class:  V, VIII, IX, XIX, XXI, XXII
XP:  9,200

The richest, most famous, and most powerful of The Ancients never knew the fear of decay and death, as they remained eternally youthful by transplanting their minds into brand-new, beautiful, bioengineered bodies.  But during the Apocalypse, something went...awry...with the cryogenic cerebro-storage process, and those damaged cortex-tanks birthed a hideous and terrifying new race:  the Lohbim.

The Lohbim are 12' tall beings with spherical, bipedal bodies covered in thick, grayish-purple nodules—to describe them as "giant armored brains on legs" would be wholly accurate.  And while each Lohbim possesses immense physical and mental strength (with STR and WIL scores averaging 15+1d6), their actual intelligence fluctuates wildly between extremes of cretinousness (INT of 3+1d4) and brilliance (INT score of 15+1d6).

Lacking mouths, how—and what—they eat is unknown.

Their combat techniques (or lack thereof) explain why the Lohbim are known colloquially as "Cerebrutes".  They wade into battle, crushing and Trampling, and they intentionally target those with the highest Charisma scores.  Anyone struck by a Lohbim's freezing Energy Ray must also make a Saving Throw Versus Stun, or be Paralyzed for 2d6 rounds.

The Lohbim raid communities of Pure Humans and Mutant Humans, capturing all residents and dragging them off for mysterious, insidious purposes; because of this behavior, some hypothesize they are the driving force behind the Tripods [see p. 100 of the Mutant Future Core Rules].  The smarter Lohbim have also been known to pool their knowledge and resources with the Labwraths.

But all Lohbim hate—and maybe even fear—the Brain Lashers [see p. 63], as the latter consider them a delicacy like no other.

Their unique physiologies make them particularly vulnerable to electrical attacks.

Mutations:  Energy Ray (Cold), Epidermal Susceptibility (Electricity) [D], Force Screen (Greater), Mental Barrier, Metaconcert, Mind Thrust, Neural Telepathy, Reflective Epidermis (Cold), Temperature Control (Cold)




Sunday, March 6, 2011

"Y" is for "Yinsect"

Yinsect  ("Friar Bug")


No. Enc.:  1 (1)
Alignment:  Lawful
Movement:  120' (40')
Armor Class:  3
Hit Dice:  10
Attacks:  4 (2 punches, 1 kick, 1 bite)
Damage:  2d4+3 / 2d4+3 / 2d6+3 / 1d6+3
Save:  L10
Morale:  10
Hoard Class:  XIV, XVII
XP:  5,900


In the Mutant Future, many insectoid organisms behave as their ancestors did in Ancient timesthey form colonies, divide the labor according to strict class heirarchies, and communicate and function as if they were one collective entity.  Some specimens, though, mutate and metamorphose beyond the rigid structure of The Hive or The Swarm, and become distinct, sentient, humanoid individuals.  These beings are the Yinsects.

Yinsects are solitary warrior-philosophers that seek to explore the mysteries of both The Self and the world around them, and they wander the ravaged wastelands in search of knowledge in all its forms.  They gladly interact with other sentient beings, and often bring aid and comfort (food, medical supplies, useful Ancient artifacts and tools, brute protection) to isolated communities.  They have been known to join with adventuring parties.

Yinsects abhor violence, yet realize the Mutant Future is frought with danger; consequently, they train their minds and bodies to perfection.  Each Yinsect has an Intelligence and Willpower score of 11+1d8, and they attempt to talk their way out of conflicts...but when words fail, they resort to their mastery of martial combat.  They strive to avoid killing at all costs, and pull their blows to give their foes ample opportunities to yield.  As a last resort, Yinsects will utilize their "nerve pinch" (Parasitic Control) to subdue particularly troublesome opponents.

Valuing autonomy and individuality, they revile slavers and those that oppress the weak.  And valuing life in all its myriad forms, all Yinsects are strict vegetarians.  (They are deeply troubled, though, by the hypocritical implications inherent in the existence of Mutant Plants.)

While each is unique in both appearance and personality, they are generally linked to a particular species.  To determine the "breed" of Yinsect encountered, roll 1d6 on the chart below.  Each type has two additional Physical Mutations common to its kind.  Determine all relevant combat effects by rolling randomly on the appropriate tables.

1:  Ant—Increased Sense (Smell), Toxic Weapon
2:  Bee—Complete Wing Development, Spiny Growth
3:  Cockroach—Increased Physical Attribute (Constitution), Reflective Epidermis (Radiation)
4:  Locust—Complete Wing Development, Increased Sense (Vision)
5:  Termite—Increased Physical Attribute (Strength), Increased Sense (Taste)
6:  Wasp—Complete Wing Development, Toxic Weapon


Mutations:  Body Adjustment, Combat Empathy, Mental Barrier, Mind Reflection, Parasitic Control


Saturday, March 5, 2011

"E" is for "Elefin"

Elefin


No. Enc.:  0 (1d4)
Alignment:  Neutral
Movement:  105' (35')
Armor Class:  5
Hit Dice:  6+2
Attacks:  2 (1 squeeze, 1 bite)
Damage:  1d4 / 1d6, + drowning
Save:  L3
Morale:  9
Hoard Class:  VI, VIII
XP:  1,680

Elefins are bulky freshwater fish that lurk in deep rivers and lakes.  They reach lengths of 12'-15' long, and weights ranging from 1,500-2,500 pounds.  Their most distinguishing feature is a bizarre, 15' long prehensile "trunk" that serves as both a sensory organ and manipulative appendage.

Elefins are active hunters.  They prowl the waterways, grabbing anything within reach and stuffing it into their maws.  The creatures frequently lurk at the water's edge, and lash out to grasp unsuspecting topside prey, or pull passengers from boats.  Their attacks are so sudden and unexpected that they Surprise  targets on a roll of 1-4 on 1d6.

A successful hit with an elefin's snout means that the target is clutched, pulled into the water, and bitten.  The victim takes not only the sustained damage each round from squeezing and gnawing, but also an additional 1d6 drowning damage; at the end of 8 rounds, death ensues.

All manner of objects and debris accumulate in their digestive tracts.

Mutations:  Aberrant Form (Prehensile Snout), Increased Sense (Smell), Thermal "Vision"

Friday, March 4, 2011

"A" is for "Attacnid"

Attacnid

No. Enc.:  1d3 (1d3)
Alignment:  Neutral
Movement:  360' (120')
Armor Class:  4
Hit Dice:  5
Attacks:  3 (2 claws, 1 bite)
Damage:  2d6 / 2d6 / 1d8 + poison
Save:  L3
Morale:  10
Hoard Class:  VI
XP:  800

Attacnids are ferocious, eight-limbed predators found in a variety of dry environs:  savannahs, deserts, badlands, hills, mountains, and Ancient ruins.  They have rounded bodies 6' in diameter, with hard, spiky carapaces and powerful mandibles, and two of their limbs end in piercing hooks.  Attacnids skitter and bounce across the ground with almost unearthly speed.

The creatures have insatiable appetites, and are active hunters.  Their bite injects a Class 4 poison.  Anyone successfully striking an attacnid bare-handed suffers 1d4 damage from their spines.

Attacnids are terrified of birds, and panic when encountering avian-based Mutant Animals and/or those with the Complete Wing Development mutation.

Mutations:  Increased Sense (Smell), Phobia (Birds) [D], Spiny Growth (Small), Toxic Weapon (Venom)

Thursday, March 3, 2011

"C" is for "Crule"

Crule

No. Enc.:  1d4 (2d6)
Alignment:  Chaotic
Movement:  150' (50')
Armor Class:  8
Hit Dice:  10
Attacks:  3 or 1 (1 bite, 1 punch, 1 kick, or 1 weapon
Damage:  1d4+3 / 1d6+3 / 1d8+3, or by weapon +3
Save:  L10
Morale:  9
Hoard Class:  XVIII
XP:  5,200

Crules are a race of nomadic equine brigands that stalk the plains, deserts, and wastelands, pillaging communities and ambushing caravans.  They possess great strength and stamina, with both males and females standing over 9' tall and weighing over 850 pounds.  Their coloration is typically gray or brown, but may be black, white, or even spotted.  While they eschew clothing, Crules frequently braid ornamental decorations—bones, jewelry, Ancient trinkets—into their manes and tails.

They are fierce combatants, gaining +3 to damage rolls with all melee attacks...and they Charge when at all possible.

Crules can only affect metal objects with their Neural Telekinesis, and are considered to have a WIL score of 11+1d10 for weight purposes.  They are also immune to all diseases, toxins, and effects of radiation.

Crules consider the feet of Pure Humans to be an exquisite delicacy...and how they prepare them is particularly horrifying.  They nail bulky metal "shoes" into their captives' lower legs, and leave the devices on for weeks until their now-crippled victims' feet have "marinated" properly.

Mutations:  Ability Boost, Neural Telekinesis (Limited), Reflective Epidermis (Radiation)









Tuesday, March 1, 2011

"S" is for "Sizzly"

Sizzly  ("Battery Bear")


No. Enc.:  1 (1d4)
Alignment:  Neutral
Movement:  150' (50')
Armor Class:  6
Hit Dice:  6
Attacks:  3 (2 claws, 1 bite)
Damage:  1d4 / 1d4 / 1d8
Save:  L3
Morale:  8
Hoard Class:  VI
XP:  1,570


Sizzlies are massive ursine beasts that reach heights of 10' tall when standing on their hind legs.  Their deep blue fur coruscates with bright blue electricity, and prominent fangs jut from their mouths.  Sizzlies avoid tropical and wet environs, and are typically encountered in hilly regions, mountains, dry caverns, forests, and Ancient ruins.

If a sizzly successfully strikes with both claws in the same round, it also squeezes the target in a powerful hug for an additional 2d8 damage.

Sizzlies instinctively recognize Basic Androids and Synthetic Androids as being inedible, and never attack them unless provoked.

Mutations:  Energy Ray (Electricity), Energy-Retaining Cell Structure, Force Screen, Reflective Epidermis (Electricity), Thermal Vision 

Monday, February 28, 2011

"I" is for "Iryx"

Iryx


No. Enc.:  0 (3d8)
Alignment:  Neutral
Movement:  255' (85')
Armor Class:  5
Hit Dice:  3
Attacks:  1 (kick or gore)
Damage:  1d4 or 3d4
Save:  L2
Morale:  7
Hoard Class:  None
XP:  110

Iryxes are majestic herd animals that migrate across the plains and savannahs of the Mutant Future.   They each possess 6 eyes (granting 360-degree vision, and ensuring they are never Surprised), and the adults sport 3 impressive horns.

For any group of iryxes, there are 4 females and/or young for every 1 male.  Adult males have 1d6 more Hit Points than normal, and the young have half the standard amount.

When threatened, the males Teleport about the battlefield to not only distract predators from the fleeing females and young, but to also attempt Backstab maneuvers.  By suddenly teleporting directly behind a foe, a Backstabbing iryx gets +4 To Hit and multiplies its damage by 2.

Mutations:  Increased Sense (Vision), Teleport, Unique Sense (360-Degree Vision)

Sunday, February 27, 2011

"K" is for "Krooster"

Krooster


No. Enc.:  0 (2d10)
Alignment:  Neutral
Movement:  270' (90')
Armor Class:  6
Hit Dice:  4+3
Attacks:  3 (2 kicks, 1 bite)
Damage:  1d10 / 1d10 / 1d6
Save:  L3
Morale:  7
Hoard Class:  None
XP:  290

Kroosters are nocturnal, man-sized creatures that bound across savannahs, badlands, and deserts in search of vegetation and small live prey.  They possess dark feathers, large ears, long tails, and prominent head combs and throat wattles.

Kroosters defend themselves with sharp beaks and razor-clawed feet.  Their legs are so powerful that any target successfully struck with a To Hit roll of 15-20 must make a Saving Throw Versus Stun at a -2 penalty or be disoriented and dazed [as Paralysis] for 1d4+1 rounds.

Inside their abdominal pouches, females always have 1d6 eggs that hatch in 2 months into infants (called "kricks").  Kroosters' collective Morale spikes to 11 when defending their broods.

Mutations:  Night Vision 

Friday, February 25, 2011

"Q" is for "Quarilla"

Quarilla

No. Enc.:  1d4 (1d4)
Alignment:  Neutral
Movement:  90' (30')
   —Burrow:  30' (10')
Armor Class:  2
Hit Dice:  8
Attacks:  3 or 2 (2 fists, 1 bite or 2 shards)
Damage:  2d6 / 2d6 / 1d6 or 1d8 / 1d8
Save:  L5
Morale:  4
Hoard Class:  X
XP:  4,060

Quarillas are massive, 7'-8' tall primates that dwell in mountainous regions, lurking deep underground in vast cavern complexes, volcanic lava tubes, and ruined Ancient installations/bunkers.  They feed on giant fungi, lichens, tubers, insects, and grubs, and occasionally venture forth to forage on the surface.  A quarilla's powerful frame is coated by a dazzling crystalline carapace, typically of yellowish, pinkish, or glassy-clear coloration; there are rare variants, though, matching gemstone hues.

This carapace provides many benefits.  When threatened, quarilllas either flick their spiked wrists to launch shards up to 50' with deadly accuracy (+3 To Hit at range), or wade in flailing with armor-piercing (+2 To Hit) fists.  Quarillas prefer to Chargethereby doing double damageif afforded enough room to maneuver.  Defensively, anyone successfully striking a quarilla bare-handed suffers 1d8 damage.  Quarillas can also freely reflect/refract light-based attacks, requiring only a standard To Hit roll to target either the original aggressor or another subject of their choice.

Quarilla crystals and hides (representing the creatures' "treasure") fetch high prices from merchants, artisans, and shamans...and those from the elusive "jewel" varieties are the most valuable of all, with values increasing up to an additional 2d6x1000 GP.

Mutations:  Natural Armor (Extreme) (x2), Reflective Epidermis (Light/Lasers), Spiny Growth (Large), Thermal Vision



Thursday, February 24, 2011

"J" is for "Juggermaw"

Juggermaw

No. Enc.:  0 (1)
Alignment:  Neutral
Movement:  120' (40')
Armor Class:  3
Hit Dice:  10
Attacks:  1 or 7 (butt or trample, or 6 bludgeons, 1 bite)
Damage:  2d6 or 3d8, or 1d8 / 1d8 / 1d8 / 1d8 / 1d8 / 1d8 / 1d10
Save:  L4
Morale:  9
Hoard Class:  VII, VIII
XP:  4,500

Juggermaws are horrifying beasts of massive size and power, with bodies reaching lengths of 15', heights of 6'-7' tall, and weights of 5-6 tons.  Each sprouts six thick, 6'-7' long tentacles that surround grasping three-pronged mandibles.  Lacking eyes, juggermaws use sonar and oversized ears to navigate.  Their ridged, gray hides are so dense that they only take half damage from conventional weapons and armaments.

Juggermaws plod across the landscape, scooping up plants and live prey alike...but despite their prominent jaws, their actual mouth orifices are small, so they stomp, bludgeon, and rend food into managable mashed chunks.  Consequently, a hungry juggermaw first Charges in (doing double damage in the process), and then follows up with Tramples, flailing tentacles, and snapping mouth.  Valuables sometimes accumulate in their digestive tracks.

They take +3 damage per die from sonic-based attacks, as a result of their hyper-sensitive hearing.

Mutations:  Echolocation, Frailty (Sonic Attacks) [D], Increased Sense (Hearing)

Wednesday, February 23, 2011

"W" is for "Weevzel"

Weevzel

No. Enc.:  1d2 (1d6)
Alignment:  Neutral
Movement:  180' (60')
   —Burrow:  45' (15')
Armor Class:  3
Hit Dice:  4
Attacks:  5 (4 claws, 1 bite)
Damage:  1d4 / 1d4 / 1d4 / 1d4 / 1d6
Save:  L2
Morale:  10
Hoard Class:  VI, XIV, XV, XVI
XP:  520

While weevzels are striking creatures thanks to their elongated bodies, bulging insectoid eyes, extra limbs, and bushy tails, their most noteworthy features are prominent snouts equipped with needle-like fangs and bulbous antennae nodules.  They reach total lengths of 8'-10' long and stand 2' tall at the shoulder, but can reach heights of 4'-5' tall when balancing upright.  Their fur changes from reddish-brown and white to solid white in the winter months.

Weevzels are voracious eaters, not only devouring crops (grains, cotton, fruit), nuts, and seeds, but also live prey.  They wriggle into earthen burrows to eat the occupants within, and also attack domesticated herds and coops...and even sleeping villagers.

Dexterous and clever, weevzels are adept at avoiding/escaping traps and poisons laid out for them, and their compound eyes ensure they're never Surprised.  They hoard shiny and interesting (as the word applies to their own unique senses) objects in their dens.

Females lay gooey clutches of 4d12 eggs.  Fortunately for the Mutant Future ecosystem, only 1d4 young survive the first few days, as the most formidable offspring consume their weaker siblings.  Tales abound about vast subterranean chambers where weevzel swarms gather to lay their eggs in the thousands...which also happen to be filled floor to ceiling with the valuables and Artifacts they've gathered.

Mutations:  Increased Balance, Increased Caloric Needs [D], Increased Sense (Smell), Increased Sense (Taste), Increased Sense (Touch), Night Vision, Regenerative Capability, Unique Sense (360-Degree Vision)


Monday, February 21, 2011

Mutants In The News — Inaugural Edition

Two recent articles are chock full o' doomsday goodness.  It should come as no surprise that they both pertain to New York City, home of all things Armageddon-ish:  Snake Plissken, ape-planets, and CHUDs.

The New York Times' brings us A Legal Manual for an Apocalyptic New York.  It details the new how-to handbook—the New York State Public Health Legal Manual:  A Guide for Judges, Attorneys, and Public Health Officials—for The Law to function in a disaster.  The deceptively dull title and dry text conceals a parorama of paranoiac nightmare fodder.  (The PDF is available here.)

)  Next up is a Discovery News article, Mutation Lets Fish Thrive In Toxins.  Remember, kiddies...you can't spell Superfund without the word Super!

Saturday, February 19, 2011

"C" is for "Cobaltoad"

Cobaltoad

No. Enc.:  1d4 (1d6)
Alignment:  Neutral
Movement:  120' (40')
      Swim:  90' (30')
Armor Class:  6
Hit Dice:  7
Attacks:  2 (1 tongue-lash, 1 bite)
Damage:  1d8 / 1d12
Save:  L4
Morale:  9
Hoard Class:  VI
XP:  2,190

Cobaltoads, the adult form of radpoles, are massive, bluish, lumpy amphibians that grow to the size of Ancient automobiles.  While favoring wet and humid environs, they are also encountered in dryer, rockier climes.  They adhere to even the slickest vertical surfaces with ease.

Ambush predators, cobaltoads lurk near water's edge, in underbrush, or along cave/ruin walls, and Surprise prey on a roll of 1-4 on 1d6.  They lash out with 25' long sticky, clubbed tongues, and on a successful hit they yank humanoid-sized (or smaller) targets into their jaws for a biting attack.  A To Hit roll of a 19-20 results in the victim being swallowed, who suffers 1d8 digestion damage per round.  They can also project radioactive beams [Radiation Class determined randomly].

Cobaltoads secrete a toxin (Class 11 paralytic poison) that not only induces debilitating hallucinations, but also drains 1d8 points of Wisdom for 1d4 days.  Shamans and healers can fashion a topical poultice from this fluid  that grants the user full immunity to radiation damage for 24 hours.  Wearing the poultice for more than three consecutive days permanently turns the user's skin blue.

Mutations:  Dermal Poison Slime, Energy Ray (Radiation), Increased Balance, Reflective Epidermis (Radiation)


"R" is for "Radpole"

Radpole

No. Enc.:  1d6 (1d12)
Alignment:  Neutral
Movement:  105' (35')
      Swim:  75' (25')
Armor Class:  7
Hit Dice:  4
Attacks:  2 (1 tail-slap, 1 head-butt)
Damage:  1d4 / 1d6
Save:  L3
Morale:  7
Hoard Class:  None
XP:  300

Feeding off of algae and vegetation, the amphibious radpoles are found in warm and wet environs—lakes, marshes, stagnant ditches, toxic dumping sites, abandoned sewers, cave networks—and the more polluted, the better.  They stand 3' tall at the shoulder, reach total lengths of 6-8' long, and weigh over 200 pounds.  Radpoles glow with an unholy yellow-green luminescence.

Radpoles emit beams of raw radioactivity [with Radiation Class determined at random per the Radiation Table] from the spiky nodules on their heads, and the higher level their radioactivity, the brighter they glow.

At about 1 year of age, a radpole encases itself in a thick cocoon of luminous green jelly, and emerges in 1d4+1 days as a fully-developed cobaltoad.

Radpoles are a staple food source for glowbras; in fact, some theorize that consuming the radioactive amphibians is key in maintaining a glowbra's own toxicity.

Mutations:  Aberrant Form (Gills and Lungs), Accumulated Resistance (Pollutants), Energy Ray (Radiation), Reflective Epidermis (Radiation)

Wednesday, February 16, 2011

"A" is for "Aarborvark"

VarkAarborvark

No. Enc.:  0 (1d6)
Alignment:  Neutral
Movement:  90' (30')
Armor Class:  5
Hit Dice:  4
Attacks:  1 (heatbutt)
Damage:  1d6
Save:  L5
Morale:  6
Hoard Class:  None
XP:  135 (+55 if extra Mutation)

Aarborvarks are the most shy and elusive of the vark subspecies, as they dwell within the hearts of deep forests and jungles.  Their dark, ridged hides take on a woody texture, and provides nooks for moss, lichens, ferns, and leafy plants to take root and flourish across their bodies.

There is a 25% chance that any given aarborvark will have one of the following random Plant Mutations:   Dermal Acid Sap, Dermal Poison Sap, Grenade-Like Fruit, or Poisonous Spores.  Aarborvarks are immune to the effects of these types of mutations if possessed by their fellows.

Mutations:  Chameleon Epidermis, Dual-Headed

Tuesday, February 15, 2011

Great Minds, And All That

Having read comics and played RPGs for three decades, I'm well acquainted with the dreaded All-The-Good-Names-Are-Taken phenomenon.  And so, in doing this blog, I've never Googled any of my mutant monsters in advance; I just dive in blind, and cross my fingers that I'm not ripping off a critter that appeared in an old issue of, say, Polyhedron or Space Gamer.

But while blundering through the data on my Stats tab, some odd links popped up, and led me to the website of artist Blake A. Chamness.  He seems fond of girantulas, too, and I loved his work so much I had to share.

He's also got a few more beasties (plus other neat material) at both http://www.bachamness.com/sketch.html and http://bachamness.blogspot.com.




 



Saturday, February 12, 2011

"M" is for "Morang"

Morang  ("Treel")


No. Enc.:  1d4 (2d6)
Alignment:  Neutral
Movement:  150' (50')
Armor Class:  4
Hit Dice:  3+2
Attacks:  1 (1 bite)
Damage:  1d10+2
Save:  L2
Morale:  9
Hoard Class:  VII, VIII
XP:  170


Morangs are lithe, sinewy creatures that dwell in thick forests and overgrown ruins.  Their slick, smooth, speckled skin ranges in color from drab green to off-white to dark brown.  Needle-like fangs protrude from their gaping jaws, and a finned frill runs the length of their backsides.

Morangs start their life cycle as serpentine, limbless larvae that reach lengths of 2'-3' long.  They lurk in narrow cavities in the boles of trees (or crumbling walls, if encountered in ruins), preying on small birds and mammals that get too close to their dens.  They never leave the confines of their holes (having a Movement rate of 0'), and are so patient and well-camoflaged that they Surprise targets on a roll of 1-5 on 1d6.  Climbing a tree inhabited by larval morangs is a sure way to lose fingers...or worse.

After 6-9 months, the larvae grow into 3'-4' tall bipeds with lanky limbs and grasping webbed digits (both on their hands and feet) used for brachiating through the treetops.  These adult morangs form small troops to hunt both live prey and to scavenge for carrion.  While not inclined to sit still for any length of time, they, too, can blend into their surroundings, Surprising on a roll of 1-4 on 1d6.

The shrill hooting/hissing yowls of a morang troop carry for miles.

Mutations:  Aberrant Form (Prehensile Feet), Increased Balance

Friday, February 11, 2011

"L" is for "Lucifin"

Lucifin

No. Enc.:  0 (3d4)
Alignment:  Neutral
Movement:  30' (10')
      Swim:  150' (50')
Armor Class:  5
Hit Dice:  4+3
Attacks:  1 (bite)
Damage:  1d12
Save:  L2
Morale:  11
Hoard Class:  None
XP:  440

Lucifins are bulky pinnipeds that reach lengths of 8'-10' long and weights of 700-800 pounds, with thick, bluish hides, distinctive webbed ears, and deep, bellowing vocalizations.  They congregate on tropical shores, hunting in the surrounding warm waters.
 
Aggressive and ill-tempered, lucifins are highly territorial, and often unprovokedly attack swimmers and fishing vessels.  In combat, the largest specimens [ones with the most Hit Points] swarm with biting attacks, while the smaller swim on the periphery using Temperature Control to boil the waters around their prey.

Lucifin blubber is highly prized by traders, as it can be converted into chemical fuel.  And just a few drops of their blood can ignite kindling or other combustibles.

Mutations:  Echolocation, Increased Sense (Hearing), Reflective Epidermis (Heat), Temperature Control (Heat)


Thursday, February 10, 2011

"G" is for "Glitten"

Glitten  ("Dazzlecat")


No. Enc.:  1d6 (1d10)
Alignment:  Neutral
Movement:  180' (60')
Armor Class:  5
Hit Dice:  2
Attacks:  3 (2 claws, 1 bite)
Damage:  1d3 / 1d3 / 1d4
Save:  L2
Morale:  8
Hoard Class:  VI
XP:  83


Glittens are felines with stocky, muscular builds (averaging 50 pounds) and dark fur that continually pulsates with sparkling light.  They dwell in urban areas, Ancient ruins, and forests, and form small prides for hunting and protection.

Glittens have complete control over their bioluminescence, confusing and disorienting  prey and predators alike with hypnotic pulses, blinding strobes, and laser-like beams.  They even use light to communicate, signalling with elaborate flashes and color changes based on mood and temperament.

While glittens can be domesticated, one gets the impression they only stick around because they want to.

Mutations:  Control Light Waves, Energy Ray (Light), Force Screen, Increased Balance, Night Vision, Optic Emissions (Bright Eyes), Reflective Epidermis (Lasers/Light)

Friday, February 4, 2011

"D" is for "Devole"

Devole

No. Enc.:  1d4 (1d10)
Alignment:  Neutral
Movement:  90' (30')
   —Burrow:  120' (40')
Armor Class:  1
Hit Dice:  3
Attacks:  3 (2 claws, 1 bite)
Damage:  1d2 / 1d2 / 1d3
Save:  L5
Morale:  7
Hoard Class:  None
XP:  110

Devoles are small, subterranean creatures that speedily burrow through loose soil and underbrush, rooting for insects, bulbs, tubers, nuts, and seeds.  They dig expansive warrens, and also nest in warm cavern complexes and the sublevels of Ancient ruins.  Devoles are easily recognized by both the unique fleshy structures on the tops of their heads and their brightly-colored (either red or blue) snouts.

Relatively timid, they tend to bite and run, counting on the paralytic agent (Class 11 paralytic poison) in their saliva to give them time to escape; when cornered, though, devoles use their Ancestral Form mutation to regress a target into helplessness.  (Consider each devole to have a WIL of 18 for purposes of this attack.)

Mutations:  Ancestral Form, Toxic Weapon (Venom), Unique Sense (Vibrations), Vision Impairment [D]