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

Friday, January 14, 2011

"H" is for "Haarmvark"

VarkHaarmvark

No. Enc.:  0 (2d6)
Alignment:  Neutral
Movement:  120' (40')
Armor Class:  6
Hit Dice:  5
Attacks:  1 (heatbutt)
Damage:  1d8
Save:  L6
Morale:  8
Hoard Class:  None
XP:  950

Although the various vark subspecies are key components in the Mutant Future food chain, most predators know to give haarmvarks a wide berth.  Their garish coloration and surly disposition serve as warnings that they are no easy prey.

Haarmvarks don't excrete; instead, they metabolize waste by turning it into a toxic, oily vapor that can be discharged from nodules on their backsides.  This spraya Class 7 poisonforms a 20' diameter cloud around the haarmvark, and anything caught within takes 7d6 damage each round until the poison dissipates 2d4 rounds later; furthermore, the target is blinded for 2d6 rounds. (A successful Saving Throw Versus Poison results in half damage, and blindness for 1d6 rounds.)

Not only are haarmvarks immune to their own toxin, they are also resistant to all known poisons, diseases, and radiation.

Mutations:  Dual-Headed, Reflective Epidermis (Radiation), Toxic Weapon ("Venom-Vapor")

Thursday, January 13, 2011

"W" is for "Whalewolf"

Whalewolf

No. Enc.:  1d4 (2d6)
Alignment:  Neutral
Movement:  180' (60')
      Swim:  240' (80')
Armor Class:  6
Hit Dice:  8
Attacks:  1 (bite)
Damage:  2d10
Save:  L4
Morale:  9
Hoard Class:  None
XP:  3,060

Stalking the colder climes of the northern and southern hemispheres, whalewolves are one of the more bizarre predators of the Mutant Future.  They are equally at home in the sea or on land, and owe such versatility to the ability to shift between two distinct physiologies.  In its enormous aquatic form, a whalewolf has a shaggy, lupine head and sleek, flippered body that reaches a length of 20-25' long.  To leave the water, however, the flippers grow into clawed limbs, the head becomes bullet-shaped, the snout relocates to a blowhole, and the body compacts, leaving a creature the size of a large, muscular bovine.



Whalewolves are social pack hunters, and extremely tenacious and cunning.  They use barking vocalizations to coordinate, and will pursue prey across icefloes, through forests, over mountains, and even into caves or ruins.

One of the most haunting experiences of the Mutant Future is to be at far at sea, and hearing howls drift over the waves as a whalewolf pack breaks the surface to bay at the moon.

Mutations:  Increased Sense (Hearing), Increased Sense (Smell), Metamorph, Night Vision, Reflective Epidermis (Cold)



Tuesday, January 11, 2011

"A" is for "Arguduck"

Arguduck

No. Enc.:  0 (1d6)
Alignment:  Neutral
Movement:  45' (15')
          Fly:  120' (60')
          Swim:  45' (15')
Armor Class:  1
Hit Dice:  3
Attacks:  1 (bite)
Damage:  1d4
Save:  L2
Morale:  8
Hoard Class:  None
XP:  200

Arguducks are 2' tall creatures that congregate in wetlands and near sources of plentiful fresh water.  They are typically white or mottled brown, with males sometimes having green and brown plumage.

Each arguduck possesses three primary eyes, and 3d6 eyestalks of varying length, shape, and color.   From these eyes, arguducks can fire up to three Energy Rays (type determined randomly, with duplicates allowed).  Multiple Rays can be fired in the same round—even at different targets—but most arguducks stagger their attacks so one Ray is always available while the others recharge.

Arguducks are never surprised, nor are they ever blinded; their sheer number of eyes ensure some are always open while others are blinking.  And their hyper-aware consciousnesses make them extremely difficult to hit in combat.

Some suggest arguducks may be sentient.

Mated pairs lay 1d6 eggs.  Eating a raw arguduck egg grants 1 random beneficial Mental Mutation, but at a costthe subject has to endure 18 hours of paralyzing, debilitating hallucinations, and after the ordeal, suffers a temporary loss of -4 DEX for 1d4 days.

Mutations:  Energy Ray (Any) (x3), Increased Sense (Vision), Increased Willpower, Mind Reflection, Precognition, Unique Sense (360-Degree Vision)

Saturday, January 8, 2011

"C" is for "Clamazon"

Clamazon

No. Enc.:  1d6 (3d12)
Alignment:  Chaotic
Movement:  60' (20')
      Swim:  150' (50')
Armor Class:  2
Hit Dice:  7+2
Attacks:  2 or 1 (2 fists, or melee weapon)
Damage:  2d4 / 2d4 (or by melee weapon +3d6)
Save:  L7
Morale:  11
Hoard Class:  VII, XIV, XV, XXII
XP:  2,500

Brigands, pirates, slavers, and conquerors:  all describe the dread race of aquatic female barbarians known as the Clamazons.   Rightly feared both below and above the waves of the Mutant Future, they are renowned for their immense physical strength, mighty combat prowess, cunning savagery, nautical aptitude, and insatiable base appetites.  They stand between 5'-6' tall, and are covered in thick, shell-like exoskeletons (meaning they suffer only 1/4 damage from standard melee weapons and conventional firearms).  Each individual Clamazon has a unique ridged carapace that frames their heads, with more elaborate growths indicating higher status within the clan.

A rather primitive people, Clamazons use tridents, spears, clubs, axes, nets, and the like; however, some enterprising chieftains use Ancient armaments, which are often modified to work underwater.

As Clamazons are exclusively female, they raid shore-side and undersea settlements for more than wealththey also kidnap male Pure Humans, Mutant Humans, and humanoid Mutant Animals for mating.  Clamazons bind their captives with special coral-based helmets so the prisoners survive the journey to undersea grotto "nurseries".  Mating between Clamazon and male creates a brood-clutch of 2d10 eggs.  Once the captives have fulfilled their reproductive purposes, the Clamazons use them for slave labor, sell them to other slavers, ransom them back...or kill them as food.

Clamazons die if they remain outside of salt water for more than an hour.

Mutations:  Frailty (Water Dependency) [D], Increased Physical Attribute (Strength), Natural Armor (Extreme) (x2)




Friday, January 7, 2011

"S" is for "Slugusk"

Slugusk

No. Enc.:  1d3 (2d4)
Alignment:  Neutral
Movement:  30' (10')
      Swim:  30' (10')
Armor Class:  8
Hit Dice:  5
Attacks:  1 (bite)
Damage:  2d4 + poison
Save:  L6
Morale:  9
Hoard Class:  None
XP:  650

The repellant slugusk (used as both the singular and plural) are squat, limbless amphibians with broad heads, sharp fangs, and corpulent bodies that reach lengths of 6'-8'.  They lurk in forests with dense underbrush, jungles, marshes, and sewers, and, despite their bulk, can slither up vertical surfaces. 

Slugusk are active, if slow, hunters, and will doggedly track prey over considerable distances.  Highly toxic creatures, not only are they coated in a poisonous slime (Class 13), but their saliva acts as a paralytic agent (Class 11).  Slugusk devour immobilized prey while it’s still alive, making them all the more loathsome.
Some tribes use slugusk excretions on their weaponry, and in medicinal concoctions.
Mutations:  Dermal Poison Slime (Class 13), Increased Sense (Smell), Toxic Weapon (Paralytic Venom)

Thursday, January 6, 2011

"F" is for "Frybis"

Frybis

No. Enc.:  1d6 (2d10)
Alignment:  Neutral
Movement:  30' (10')
          Fly:  180' (60')
Armor Class:  6
Hit Dice:  4
Attacks:  1 (peck)
Damage:  1d6
Save:  L4
Morale:  9
Hoard Class:  None
XP:  465

Frybises are regal, brightly-hued creatures that stand 4'-5' tall and have wingspans reaching 8'-10' wide.  Fire seems to dance along their feathers.

They feed exclusively on petrochemicals, congregating and nesting in burning refineries and derricks, abandoned fuel depots, ocean drilling platforms, and waste dumps.  Frybises can detect such chemicals within 3 miles of their location, and are completely immune to the toxic effects thereof.  They see perfectly in hazy, smoky conditions.

A frybis' uniquely-coated beak is designed for piercing metal (due to their food often being sealed in drums, storage tanks, or vehicles), and consequently, the creatures gain +4 on Attack Rolls and +4 Damage against opponents in metal armor.  Frybises also exhale fiery bursts, and merely touching one inflicts heat damage.

Given the scarcity of gasoline and oil in the Mutant Future, frybises are particularly dreaded...and the fact that their mere presence can ignite said scarce resources makes them all the more fearsome.

Mutations:  Energy Ray (Heat), Energy-Retaining Cell Structure (Heat), Reflective Epidermis (Heat), Unique Sense ("Petro-Tracking"), Unique Sense ("Smoke-Sight")

Wednesday, January 5, 2011

"P" is for "Pozzoom"

Pozzoom  ("Copter Possum")

No. Enc.:  1d4 (1d8)
Alignment:  Neutral
Movement:  75' (25')
         —Fly:  210' (70')
Armor Class:  3
Hit Dice:  3
Attacks:  1 (bite) or 5 (4 claws, 1 bite)
Damage:  1d6, or 1d4 / 1d4 / 1d4 / 1d4 / 1d6
Save:  L2
Morale:  9
Hoard Class:  IV, VIII
XP:  125

Pozzooms are furry, 2'-3' long nocturnal marsupials with long, whip-like tails.  They lurk in forests, Ancient ruins, abandoned sewers, and on the fringes of settlements.  Opportunistic and rapacious feeders, they devour anything edible.  Pozzooms are drawn to shiny objects, and stash trinkets in their pouches.

When not skulking and rooting through underbrush and refuse, pozzooms travel by whirling their tails so rapidly that they achieve lift-off, allowing for vertical, horizontal, and even hovering flight.  Pozzooms are their most dangerous while airborne, as they become vertible whirlwinds of destruction (gaining 5 attacks per round, instead of their earthbound 1).  Even worse, there is a 50% chance that any given pozzoom will have 1d4 young clinging to its body.  These tiny joeys (AC 0, 1 Hit Point) drop from their parent onto a target and dig in with needle-like claws and teeth.  Each "baby-bomb" automatically does 1d3 damage per round until the target, or the adult pozzoom, is dead.  Upon death of the parent, the surviving young alight from their prey and zip away.

While the creatures reek of decay, this is not always a disadvantage, as many interested predators find themselves on the pozzoom menu....

Mutations:  Aberrant Form ("Rotor-Tail"), Accumulated Resistance (Poison/Toxins), Night Vision, Prey Scent [D], Prehensile Tail




Monday, January 3, 2011

"P" is for "Paindeer"

Paindeer


No. Enc.:  0 (3d6)
Alignment:  Neutral
Movement:  240' (80')
Armor Class:  7
Hit Dice:  4
Attacks:  1 (gore or trample)
Damage:  2d6+4 or 1d6+4
Save:  L2
Morale:  9
Hoard Class:  None
XP:  190


Paindeer are migratory grazing animals that favor cooler climes, dwelling in forested and mountainous regions.  They reach 6' tall at the shoulder, and can weigh over a half-ton.  The larger males sport impressive antlers, while females possess only a few bony spurs (doing a reduced 1d4+2 damage).

They travel in relatively small herds, led by the largest male (who possesses an additional 1d10 hit points).  In any group, there are 4 females/young per male, and all young have half the standard adult hit points.

And unlike most herd animals, paindeer rarely flee from predators; instead, some use their Killing Sphere mutations (to which they are immune, even if generated by non-paindeer), while the rest finish off their foes with goring attacks or Tramples.

Mutations:  Killing Sphere

Thursday, December 30, 2010

"B" is for "Boarhemoth"

Boarhemoth

No. Enc.:  1 (1d4)
Alignment:  Neutral
Movement:  60' (20')
          Fly:  150' (50')
Armor Class:  4
Hit Dice:  8
Attacks:  1 (tusks)
Damage:  2d10
Save:  L4
Morale:  11
Hoard Class:  None
XP:  2,160

The irridescent boarhemoth is an enormous beast, with a heavy, stocky body reaching 10' long and a wingspan exceeding 20' wide.  They favor dense forests, jungles, swamps, and overgrown ruins.  At night, they glow with a greenish luminescence (which can be channeled into a destructive beam).

Voracious scavengers, boarhemoths devour plant matter, carrion, and even the occasional live morsel...and they find Mutant Plants to be a particular delicacy (meaning they favor Plant PCs as targets, and will utilize the Dive maneuver to carry them off to be devoured at leisure).

Boarhemoths breed in the spring, and lay 1d8 eggs.  There is a 25% chance that any boarhemoth encountered will be accompanied by 1d2+2 caterpigs.

Mutations:  Energy Ray (Light), Shriek, Ultraviolet Vision

"C" is for "Caterpig"

Caterpig


No. Enc.:  1d4 (2d6)
Alignment:  Neutral
Movement:  45' (15')
Armor Class:  8
Hit Dice:  4
Attacks:  1 (bite)
Damage:  1d4
Save:  L2
Morale:  5
Hoard Class:  None
XP:  135


When stretched end to end, caterpigs stand about 2' tall and reach lengths of 15'-20' long; however, their unusual looping gait makes their midsections reach heights of 6'-8'.  Voracious herbivores, they dwell amongst the giant flowers and leafy treetops of  overgrown forests and jungles.  Caterpigs also infest derelict farms and food processing plants.

A caterpig spends a year in its infant form, but then spins a cocoon in the winter...whereupon it emerges in the spring as a fearsome boarhemoth

There is a 25% chance that any wild group of 3 or more caterpigs will be accompanied by a boarhemoth.

Some enterprising settlements gather boarhemoth eggs so as to raise the hatchlings in captivity, as certain herbal combinations and supplements keep caterpigs in their larval state indefinitely.  Once their venom sacs are removed, domesticated caterpigs not only provide succulent meat, but also a fine silk prized by weavers and traders.

Mutations:  Dermal Poison Slime (Class 4)

Monday, December 27, 2010

"B" is for "Bulopper"

Bulopper

No. Enc.:  0 (4d8)
Alignment:  Neutral
Movement:  300' (100')
Armor Class: 6
Hit Dice:  5
Attacks:  1 (gore or kick)
Damage:  1d10 or 2d8
Save:  L3
Morale:  6
Hoard Class:  None
XP:  350

The chitinous bulopper averages 12' long, stands 5'-6' tall at the shoulder, and weighs close to a ton.  Despite their size, they are capable of leaping great distances.

Buloppers are migratory herd animals, grazing their way across the Mutant Future, and they consume any and all vegetation they encounter.  Relatively docile, they normally flee from predators, but larger males may try to protect the females and young.  (In any big group, there are 4 females/young per male.  Adult males have 1d4 more hit points than normal, and all young have half the standard adult hit points.)  A fleeing herd, or aggressive male, may perform the Trample maneuver.

Buloppers can be domesticated as mounts (carrying up to 2 people) or draft animals; however, in the latter instance, weighted harnesses must be used to prevent them from leaping.

Mutations:  Increased Sense (Taste)


Saturday, December 25, 2010

"C" is for "Croctopus"

Croctopus

No. Enc.:  1 (1)
Alignment:  Neutral
Movement:  120' (40')
      Swim:  120' (40')
Armor Class:  2
Hit Dice:  8
Attacks:  6 or 4 (6 tentacles, or 3 tentacles, 1 bite)
Damage:  1d4 (per tentacle), or 1d4 / 1d4 / 1d4 / 2d8
Save:  L6
Morale:  11
Hoard Class:  None
XP:  2,560

One of the most horrifying predators of the Mutant Future is the deadly and vicious croctopus.  Its suckered limbs can reach lengths of 15' or more (allowing it to "stand" vertically, and scale great heights), and its skin is thick and rubbery.  Combining their fundamental hardiness with the ability to locomote over land and through water with equal ease, croctopi lurk in a diverse array of environs:  abandoned sewers, freshwater rivers, brackish swamps, sandy beaches, deepsea reefs, and even underground lakes.

Wily hunters, they lurk in ambush, or patiently stalk their prey awaiting an ideal time to attack.  With a successful hit, each croctopus tentacle deals 1d4 constriction damage per sequential round.  Furthermore, for each tentacle constricting in this fashion, the victim suffers a cumulative attack penalty of -1.  A croctopus can only lash out with up to 6 tentacles at any given time, as they use the remaining 2 to anchor themselves.

A croctopus can discharge a 20' diameter cloud of sticky ink that blinds all targets failing a Saving Throw Versus Stun Attacks for 2d4 rounds. 

Mutations:  Chameleon Epidermis, Increased Balance, Toxic Weapon (Ink Spray)


Thursday, December 23, 2010

"D" is for "Dunestrider"

Dunestrider

No. Enc.:  1d6 (2d10)
Alignment:  Neutral
Movement:  240' (80')
Armor Class:  6
Hit Dice:  3
Attacks:  1 (kick)
Damage:  1d6
Save:  L2
Morale:  6
Hoard Class:  None
XP:  65

Dunestriders are antelope-sized, herbivorous rodents that inhabit deserts and badlands.  Their unusual physiquetheir hind legs jut forward, and their front legs recede towards the back of the bodylets them bound great distances.

They are a staple food source for desert predators and hunter-gatherer nomads.  Efforts to domesticate the dunestrider have proven unsuccessful, however, as they are too temperamental and twitchy.

Mutations:  Increased Sense (Hearing)

Wednesday, December 22, 2010

"R" is for "Remorga"

Remorga  ("Psucker")

No. Enc.:  1d4 (1d10)
Alignment:  Chaotic
Movement:  90' (30')
      Swim:  60' (20')
Armor Class:  5
Hit Dice:  6
Attacks:  3 (2 claws, 1 bite + drain fluid)
Damage:  1d4 / 1d4 / 1d10 + drain
Save:  L5
Morale:  10
Hoard Class:  None
XP:  1,320

The noisome remorgas are three-eyed, rubbery, man-sized amphibians that haunt swamps, waterways, sewers, and cave systems.  They skulk on the fringes of cities and trade routes, so as to be as close as possible to their favorite source of food:  intelligent beings.

Remorgas are drawn to, and actively hunt, sentients with high WIL (15+) scores and/or 2 (or more) Mental Mutations.  Lurking beneath the water's surface, they lie in wait until suitable prey draws near, then explode forth (with the victim consequently suffering a -1 to Surprise rolls).  If both claw attacks hit successfully, the target is grappled in a crushing, face-to-face hug, whereupon the remorga's clutching palm-siphons burrow into the spine...and once attached in this manner, the remorga envelops the top of the head with its razored maw (doing an additional 1d10 damage in the process, with no To Hit roll required). 

And then the horrid feeding begins.  Each round that the remorga is attached in this fashion, it greedily leeches the victim's cerebro-spinal fluid (causing 1d12 damage per round) until either the target or the remorga is dead.

Remorgas can also clutch onto the backsides of creatures (animals and intelligent beings alike) their size or larger, digging into the shoulders and neck and semi-swallowing the head as above.  While the target still takes the initial claw and bite damage, it is not drained each round; instead, the remorga uses Parasitic Control to dominate them.  It is a horrific sight to see someone "wearing" a remorga like a living cloak and being used as an unwilling, powerless "mount".  Hushed rumors and campfire tales tell of hidden underground colonies swarming with remorgas and their ambulatory puppets.

Remorgas apparently have no language of their own, and show no apptitude for tools...yet they seem to possess a malevolent cunning.  Some scholars suggest that remorgas might not be sentient beings in the proper sense, but may temporarily become so upon absorbing and retaining the "intelligent essence" (including, theoretically, the Mental Mutations) of their victims.

They are never surprised.

Mutations:  Mental Barrier, Mind Reflection, Parasitic Control, Unique Sense (360-Degree Vision)

Tuesday, December 21, 2010

"O" is for "Orank"

Orank  ("Miasmonk")

No. Enc.:  0 (2d6)
Alignment:  Neutral
Movement:  90' (30')
Armor Class:  5
Hit Dice:  5
Attacks:  3 (2 claws, 1 bite)
Damage:  1d4 / 1d4 / 1d6
Save:  L3
Morale:  8
Hoard Class:  VI
XP:  500

Oranks are strong, shaggy beasts that reach heights of 4'-5' tall and weights of 200-250 pounds.  Their prominent cheek-flaps form a hardened protective frill about their heads and neck.   Arboreal, they spend almost all their time in the treetops of deep forests and jungles, foraging for leaves, fruit, bark, insects, and the occasional egg.

Oranks are relatively docile, but will vigorously defend their territory and young.  When threatened, an orank discharges an obscuring, fetid musk from its frill that forms a 20' radius protective cloud.  This vapor acts as a Class 11 paralytic agent (which induces wracking, debilitating coughs and nausea, instead of paralysis proper), but even a successful Save Versus Poison results in blindness for 1d6+3 rounds.  Oranks are immune to the effects.

They are semi-intelligent, and have been witnessed using makeshift tools.

Mutations:  Increased Balance, Toxic Weapon (Musk Cloud)