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]

Thursday, February 3, 2011

"M" is for "Mantipede"

Mantipede

No. Enc.:  1d6 (3d10)
Alignment:  Neutral
Movement:  150' (50')
   —Burrow:  30' (10')
Armor Class:  4
Hit Dice:  7
Attacks:  5 or 3 (4 claws, 1 bite, or 1 bite, 2 weapons)
Damage:  1d6 / 1d6 / 1d6 / 1d6 / 1d10 + poison, or 1d10 + poison and by 2 weapons
Save:  L6
Morale:  10
Hoard Class:  VII, XIV
XP:  1,840

Mantipedes are a race of subterranean beings that dwell in warm, humid caves and Ancient ruins.  Their chitinous, multi-limbed bodies reach lengths of 12'-16' long and heights of 6'-8' tall, and their powerful mandibles inject a Class 6 poison.

Mantipedes are active hunters and raiders, and often come into conflict with other sentient communities.  Proud and fierce, they are adept with weapons of both the archaic and Ancient varieties, and can wield twooften one melee weapon, and one rangedwith ease.  Those that leave their communities tend to end up as mercenaries, enforcers, and bodyguards.

The Mantipede language is a complex combination of vocalizations, mandible and claw clacks, and arm and antenna gestures.  Few are able to master its nuances (although insect-based Mutant Animals have the greatest success).

Mutations:  Natural Armor (Extreme), Night Vision, Toxic Weapon (Venom), Unique Sense (Vibrations)

Wednesday, February 2, 2011

"S" is for "Squigeon"

Squigeon

No. Enc.:  2d6 (4d10)
Alignment:  Neutral
Movement:  15' (5')
          Fly:  150' (50')
Armor Class:  7
Hit Dice:  1-4 hit points
Attacks:  1 (bite)
Damage:  1d3
Save:  L1
Morale:  7
Hoard Class:  None
XP:  5

Squigeons are small creatures with dingy, bluish-gray feathers and multiple stumpy, tentacular limbs.  They build orb-like nests out of straw and fibers, and congregate in urban centers and ruins so as to scavenge for scraps and the occassional live morsel.

Because of their habit of dirtying monuments and structures with their fetid ink, squigeons are regarded as disgusting winged vermin. 

Common expressions in the Mutant Future include:  "I'm so hungry I could eat a squigeon." and "I'd rather kiss a squigeon."

Mutations:  None

Tuesday, February 1, 2011

"H" is for "Hython"

Hython

No. Enc.:  1 (1)
Alignment:  Neutral
Movement:  90' (30')
      Swim:  60' (20')
Armor Class:  1
Hit Dice:  2 per head (8-18)
Attacks:  1 per head (bite)
Damage:  2d6 (per head)
Save:  L4 - L9
Morale:  10
Hoard Class:  XVIII, XIX
XP:  based on HD (and extra Mutations)

Hythons are one of the most terrifying apex predators of the Mutant Future.  While favoring wet, warm climesdwelling in marshes, jungles, forests, Ancient sewers, and ruinsthey also stalk across savannahs and grasslands.  They grow to enormous sizes, easily reaching over 35' long and weighing several tons.  Hythons come in a wide variety of mottled colorations.

Each hython has 1d6+3 heads, and possesses 2 Hit Dice per head at maximum Hit Points.  Every head attempts to bite an opponent each round (the number of attacks equals the number of heads), and can Swallow on a roll of 18-20.  Consumed victims take an additional 2d6 damage per round, and are digested at the end of 6 rounds.

For every 16 points of damage a hython takes, 1 head becomes useless, until all heads are destroyed and the creature dies.

Some hythons have exhibited mutations atypical to the species, such as Chameleon Epidermis, Control Light Waves, Energy Ray, and Toxic Weapon; fortunately, these aberrations are extremely rare.  [The Mutant Lord should feel free to customize each creature as desired.]

Hython skins are prized amongst traders, armorers, cobblers, and mutants with a flair for fashion.

Mutations:  Multi-Headed, Thermal Vision

[Designer's Note:  My first thoughtseach and every timeupon reading articles like thisthis, this, and this:  "How does this apply to Gamma World?"]

Sunday, January 30, 2011

"L" is for "Labwrath"

Labwrath


No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  150' (50')
Armor Class:  4
Hit Dice:  8
Attacks:  6, or 1 (4 claws, 1 tail-slap, 1 bite, or by weapon)
Damage:  1d4 / 1d4 / 1d4 / 1d4 / 1d6 / 1d8, or by weapon
Save:  L8
Morale:  9
Hoard Class:  IX, XIV, XV, XVI, XIX, XXI, XXII
XP:  7,060

The Labwraths are not only some of the most striking beings in the Mutant Futurestanding over 7' tall, and possessing oversized craniums, 4 arms, and albino colorationsbut also the most sinister.

Twistedly brilliant (with INT and WIL scores of 15 + 1d6), the Labwraths are obsessed with the sciences and technology of The Ancients, and make their lairs in ruined hospitals, laboratories, factories, observatories, military installations, and the like.  They not only repair any artifacts and machines they find, but also fashion wondrous new devices from the old.  Almost all Labwraths fancy Ancient scientific garb (labcoats, surgical masks, goggles, or radiation suits) with pockets stuffed with relevant accessories:  tongue depressors, stethoscopes, thermometers, syringes, clipboards, calculators, working PDAs, etc.

The only thing greater than a Labwrath's thirst for knowledge is its cruelty.  Malicious and arrogant, the creatures coldly view all other lifeforms as disposable fodder for their twisted experiments.  Labwrath strongholds always have a dedicated "maze zone" rigged with hazards, traps, and puzzles designed to gauge the intelligence and mettle of intruders.  Such "test subjects" are timed and monitored throughout their ordeal, and invariably end up strapped to a table for study, experimentation...or worse.

While nasty fighters, Labwraths avoid physical combat when possible, and prefer to have platoons of reactivated robots/Androids, mind-control-implanted slaves, and/or genetically-altered beasts do their dirty work.  They also innoculate themselves against all known diseases and toxins.

Labwraths despise their relatives the Vermen, and actively try to subjugate or destroy any nearby colonies simply out of spite.

Mutations:  Aberrant Form (Extra Limbs), Albinism [D], Increased Balance, Increased Sense (Touch), Intellectual Affinity (Tinkerer), Know Direction, Mental Barrier, Night Vision, Prehensile Tail, Quick Mind, Shriek

Saturday, January 29, 2011

"S" is for "Skeal"

Skeal  ("Skybiter")

No. Enc.:  0 (2d6)
Alignment:  Neutral
Movement:  18' (6')
          Fly:  210' (70')
Armor Class:  5
Hit Dice:  5+2
Attacks:  1 (bite)
Damage:  2d6
Save:  L3
Morale:  10
Hoard Class:  None
XP:  660

Skeals are hefty beasts that reach lengths of 10'-12' long and weights of 1,000-1500 pounds.  They nest in mountainous regions, but cruise long distances to hunt over wide-open plains and savannahs.

A skeal's coloration makes it the perfect aerial predator.  When viewed from below, their bluish fur mimics the color of the sky, and from above, their brownish-gold tones resemble grassland hues; consequently, they Surprise targets on a roll of 1-4 on 1d6, and gain +2 to Initiative rolls.  Skeals favor the Dive maneuver to subdue prey.

They attack as a flock, and often fixate on one target.  Skeals and babloons are natural enemies.

Mutations:  Psionic Flight

Thursday, January 27, 2011

"V" is for "Verman"

Verman

No. Enc.:  2d8 (5d20)
Alignment:  Lawful or Neutral
Movement:  150' (50')
Armor Class:  6
Hit Dice:  3
Attacks:  4 or 1 (2 claws, 1 tailslap, 1 bite, or by weapon)
Damage:  1d4 / 1d4 / 1d6 / 1d8, or by weapon
Save:  L3
Morale:  8
Hoard Class:  V, VIII, IX, XIV, XIX
XP:  185

Vermen are lithe, agile humanoids that average heights of 5' and weights of 100 pounds.  They dwell almost exclusively in blighted urban areas and Ancient ruins, turning derelict buildings, sewer systems, and subway tunnels into expansive colonies.  Not only are Vermen scavengers, but they also grow their own food, farming subterranean fungi and raising oversized insects.  Their cleanliness and organization is a source of racial pride.

The peaceful Vermen tend to keep to themselves, but gladly establish trading relationships with outlying settlements.  They frequently uncover huge stockpiles of Ancient artifacts, processed goods, and medicines in their excavations, and barter these relics for fresh vegetables and hand-made goods.

Vermen are extremely stealthy (surprising opponents on a Surprise Check roll of 1-4 on 1d6), and some with adventurous ambitions parlay these skills as the finest scouts, guides, trackers, and treasure-hunters.  They are immune to all known diseases.

Mutations:  Echolocation, Increased Balance, Increased Sense (Hearing), Increased Sense (Smell), Increased Sense (Taste), Night Vision, Prehensile Tail, Shriek

Tuesday, January 25, 2011

"S" is for "Scramel"

Scramel

No. Enc.:  0 (2d4)
Alignment:  Neutral
Movement:  330' (110')
Armor Class:  3
Hit Dice:  3
Attacks:  4 (2 bites, 2 kicks)
Damage:  1d4 / 1d4 / 1d8 / 1d8
Save:  L3
Morale:  9
Hoard Class:  None
XP:  110

Scramels appear almost identical to their Ancient ancestors, except for a darker, reddish coloration.  They dwell in deserts and badlands, and navigate such terrain with ease.

A scramel's hump contains a massive nerve cluster that effectively acts as a second brain.  This "brain" grants not only hyper-quick reflexes and one additional random Mental Mutation, but also makes them all the more ornery, stubborn, and temperamental (meaning each scramel has a WIL score of 10+1d8); consequently, they are nigh-impossible to tame.  A scramel will only submit to someone possessing both a higher WIL score and either the Metaconcert or Neural Telepathy mutations...and it will still take 2d3 months of intense training and practice.

Mutations:  Dual Cerebellum, Increased Willpower, Metaconcert, Quickness


Sunday, January 23, 2011

Queen of the Clamazons!

Sunaami Phoon

NPC
Character Type:  Clamazon
Alignment:  Chaotic

Level:  10th
Hit Points:  100
Armor Class:  -1

Abilities
Strength:  20 (+4 To Hit / Damage)
Dexterity:  16 (-2 AC)
Constitution:  17
Intelligence:  12
Willpower:  16
Charisma:  18

Saving Throws
Energy Attacks:  7
Poison / Death:  6
Stun Attacks:  8
Radiation:  7

Mutations:  Combat Empathy, Empathy, Frailty (Water Dependency) [D], Increased Physical Attribute (Strength), Intellectual Affinity (Martial), Natural Armor (Extreme) (x2)

Special Abilities
Warrior Queen  (+3 HD above racial HD)
"Shellmet" (-1 AC, +2 to Saving Throws Versus Stun Attacks)

Weapons
Warp-Field Sword (1d8 + 16, treats any armor as if 2 AC worse)
Longsword (1d8)
Trident (1d6)

Bonus Totals
To Hit:  +9  (Str + Combat Empathy + Martial Affinity)
Extra Melee Damage:  +4d6+7  (Str + Increased Str + Combat Empathy + Martial Affinity)

XP:  4,100

Description
Sailors pray to their gods at the mere mention of the name Sunaami Phoon, Queen of the Clamazons.  Also known as "The Reefreaver" and "She of the Sword and Shell", Phoon terrorizes the seas with a veritable army of her sister-brigands.  She clawed her way to the top rank of her race through force, ferocity, and guile (plus a generous use of her Empathy mutations), and she is as deadly and merciless in combat as she is bawdy and lusty in her passions.

Although Clamazons have no conception of modesty and generally wear only the most cursory of garments (if any at all), Phoon frequently adorns her battle-scarred carapace in Ancient jewelry and accessories.  Such decoration feeds her vanity just as much as it inspires her followers.

She sports an elaborate head-shell that functions as a helmet proper.  She can open and close it at will, and often positions it so that only her glowing eyes are revealed within. 

Phoon favors swords both archaic and technological, and enjoys toying with lesser foes by forcing them into unfair, outclassed swashbuckling duels.  And despite her penchant for raw brutality, she often holds back on attacks, so as to draw out combats for her own savage amusement.


Mutagenic Milestone!

3 months, 50 distinct muties, and 26 followers.  Not too shabby, methinks.

I've had a hoot AND a holler doing this blog.  Much gratitude to you all.

As a special thanks, I'm posting a bonus NPC...the dreaded QUEEN OF THE CLAMAZONS!

"S" is for "Scarykeet"

Scarykeet

No. Enc.:  1d4 (2d6)
Alignment:  Chaotic
Movement:  12' (4')
          Fly:  120' (40')
Armor Class:  3
Hit Dice:  1
Attacks:  1 (bite)
Damage:  1d3
Save:  L2
Morale:  9
Hoard Class:  None
XP:  25

Scarykeets are tiny birds with distinctive head plumage that resembles nothing less than a human skull.  They nest in deep forests, jungles, and Ancient ruins.

While not intelligent in the traditional sense, scarykeets evince a malevolent, sinister cunning.  They effectively use their Empathy and Mental Phantasm Mental Mutations to instill abject terror within their prey, resulting in paralysis, hysteria (where the victim attacks its fellows), or a panicked flight response (with the victim invariably fleeing into environmental hazards, or nearby lairs of dangerous creatures).  Scarykeets particularly target those with Phobia Drawbacks, so as to manipulate their prey's deepest fears.  When a victim is subduedeither by direct or indirect meansthe flock descends to feed on the remains.

All scarykeets are considered to have a  WIL score of 12+1d6, and they are immune to the effects of the Vampiric Field Mutation.

Mutations:  Empathy, Mental Phantasm, Mind Thrust, Vampiric Field




Thursday, January 20, 2011

"P" is for "Peliphant"

Peliphant  ("Big Gulper")

No. Enc.:  0 (2d8)
Alignment:  Neutral
Movement:  120' (40')
      Swim:  24' (8')
Armor Class:  4
Hit Dice:  12
Attacks:  1 (bite, or trample)
Damage:  1d12, or 4d8
Save:  L6
Morale:  8
Hoard Class:  None
XP:  2,000

Peliphants are enormous creatures that congregate near lakes, rivers, marshes, and beaches; essentially, anywhere both fish and plant-matter are plentiful.  Covered in feathers ranging in color from white to gray to dark brown, they stand 13'-15' tall and weigh in excess of 6 tons.

Peliphants spend most of their time feeding, using their toothy beak-pouches to scoop up hundreds of pounds of fish, crustaceans, amphibians, and vegetation a day.  They can also submerge for up to 2 hours, so as to trudge along lake-bottoms and riverbeds and dredge for food. 

When threatened, they use the stadard Trample maneuver to crush their foes.  And while peliphants swallow man-sized or smaller opponents on an Attack Roll of 17-20 (which inflicts initial bite damage, plus 1d8 extra damage per round while inside the beast), they invariably regurgitate such targetsassuming they're not fish-based Mutant Animals or Mutant Plants, that iswithin 2d6 rounds.  Anything spewed forth in this fashion must make a Saving Throw Versus Stun Attacks at a -3 penalty, or be Stunned for 1d4+1 rounds.

Most fishing communities dread peliphants and put bounties on entire herds; however, some tribes (like the Meen'go) domesticate them for use as mounts and/or beasts of burden.

Mutations:  None


Wednesday, January 19, 2011

"B" is for "Buzzooka"

Buzzooka  ("Bombug")

No. Enc.:  1d6 (2d10)
Alignment:  Neutral
Movement:  30' (10')
          Fly:  150' (50')
Armor Class:  6
Hit Dice:  6
Attacks:  1 (plasma burst)
Damage:  2d6+2
Save:  L3
Morale:  8
Hoard Class:  None
XP:  820

Buzzookas are large, soft-bodied insects that reach 3' high and 5' long.  They draw sustenance from plant nectar, sap, pollen, rotting fruit and vegetation, and dung, and congregate in floral jungles and overgrown ruins.  Their wings generate an insistent, grating hum.

When threatened, buzzookas discharge an incendiary mass of multi-colored plasma from their snouts at a range of up to 25'.  This attack can prove quite dangerous to adventurers, as not only does it do damage outright, but also has a 45% chance of igniting flammable liquids, powder-based ammunition, and paper goods.  [Such combustion does additional damage, as the Mutant Lord sees fit.]

If a buzzooka is reduced to 0 Hit Points or less by piercing weapons, firearms, and/or energy attacks, the volatile gases within its body erupt in an explosion that does 5d6 damage to all within a 10' radius.  A successful Saving Throw Versus Energy Attacks results in only half damage, and buzzookas themselves are immune to the explosive effects of their fellows' deaths.

Mutations:  Aberrant Form ("Plasma-Proboscis")

Tuesday, January 18, 2011

"Q" is for "Quicksilverfish"

Quicksilverfish

No. Enc.:  2d6 (2d12)
Alignment:  Neutral
Movement:  90' (30')
Armor Class:  7
Hit Dice:  4
Attacks:  1 (bite)
Damage:  1d4+3 + poison
Save:  L8
Morale:  9
Hoard Class:  None
XP:  245 [see below]

As the waters of The Ancients' era became increasingly polluted with toxic heavy metals, one species evolved in the most extreme manner possible:  quicksilverfish essentially transformed into living mercury.  They are slender, shimmering fish that reach lengths of 3'-4' long and possess undulating bodies that stretch and compress as needed to slip through the tiniest of apertures and narrowest of crevices.  Quicksilverfish reside in both fresh- and saltwater, and are often encountered in polluted waterways, rivers, and lakes both above and below ground, plus ruined hatcheries, water parks, and zoological aquariums.  No net can hold them.

Their bite injects a Class 5 poison, and their composition makes them inedible to all but the hardiest mutants.

A quicksilverfish is only harmed by energy attacks; damage from all other sources breaks the creature into smaller organisms of reduced mass.  Each successful strike creates a new fish of 2 HD that does 1d4 damage, and these micro-fish eventually mature into standard 4 HD adults.

Conversely, individual quicksilverfish can merge into a larger composite organism.  Two 4 HD fish can spend 1 round to combine into a 5 HD fish with maximum HP (any previous damage to the individuals is ignored) that does an additional +1d4 damage.  Each subsequent addition of another 4 HD fish contributes more mass, adding another full +1 HD and doing another +1d4 damage.  [So, four separate 4 HD quicksilverfish become a composite 7 HD organism with a maximum 56 hit points that does 4d4+3 damage.  Continue as necessary.]  Upon reaching 10 HD, the now gigantic beast gains the Swallow ability on a roll of 18-20...and given their resistance to cutting attacks, there is no way to escape unless the creature is killed by external means.  Anything consumed in this manner takes 1d12 damage per round, and drownsand is digested outrightwithin 10 rounds.    Theoretically, there is no upper limit to the size a composite quicksilverfish can reach.  Upon slaying, XP is calculated by the total value of the individuals, or the total HD of the composite—whichever is greater.  Quicksilverfish always appear in schools when first encountered, as they seemingly only merge when threatened...and then separate when the threat has passed.

Damaging a composite quicksilverfish breaks the creature down into distinct individuals again; as above, each successful strike from a conventional weapon dislodges a 4 HD fish (with its original Hit Points) off from the mass, reducing the larger's HD and damage as appropriate.

Mutations:  Aberrant Form (Amorphousness), Toxic Weapon ("Mercury Poisoning")

Sunday, January 16, 2011

"C" is for "Craytor"

Craytor

No. Enc.:  1 (1d4)
Alignment:  Neutral
Movement:  90' (30')
      Swim:  60' (20')
   Burrow:  30' (10')
Armor Class:  2
Hit Dice:  9
Attacks:  3 (2 pincers, 1 bite)
Damage:  1d10 / 1d10 / 2d8
Save:  L5
Morale:  10
Hoard Class:  XV
XP:  3,800

Craytors are massive beasts that reach lengths of 15'-20' (nose to tail) and weights of 1,500-3,000 pounds, and possessing both lungs and gills, they move freely between land and water.  Their thick hides, comprised of scales and chitin, are nigh-impervious (meaning they take only 1/4 damage from conventional melee weapons and firearms).

Craytors dwell near rivers, streams, swamps, and ruined sewers.  When not hunting in the murky depths, they dig large burrows comprised of multiple tunnels and chambers (which tend to fill with water).  These dens are easily recognizable, as the entrances resemble hardened mud "chimneys" that jut 10'-15' above the ground.

Voracious predators, they fixate on one prey item and rend and tear until it's dead, then spend 1d6 rounds devouring all the chunks before moving on to the next target.  They also scavenge for carrion.

As craytors grow, they molt out of their carapaces.  Traders and armorers pay a premium for such husks, as they can be fashioned into exquisite armor and shielding (such armor grants a -3 AC bonus).  Craytor meat is also a delicacy.

Mutations:  Aberrant Form (Gills and Lungs), Natural Armor (Extreme) (x2), Night Vision