Monday, October 27, 2014

Mutant Monday

Grass Devil


No. Enc.: 1d4 (1d4)
Alignment: Chaotic
Movement: 90' (30')
Armor Class: 5
Hit Dice: 6
Attacks: 2+ (bite, weapon) see below
Damage: 1d8, poison/by weapon/see below
Save: L3
Morale: 8
Hoard Class: XIX
XP: 2120

This grass mutation of the species Saccharum ravennae generally appears as a green snake-humanoid hybrid. Typically they take the form of a four-foot tall, serpent-headed humanoid with a serpentine tail. There are some variations in each Grass Devil however, roll twice on the following table to determine which serpent-like mutations the Grass Devil possesses:
RollFeatureEffect
1Cobra hoodToxic Weapon (Spray Poison), replaces bite attack.
2Flexible torsoThe mutant can go through any hole or space he can fit his head through.
3Tendril tail instead of legsMoves at 120' (40').
4Camouflaged leaf patternMore difficult to spot, surprising beings on a surprise check roll of 1-3 on 1d6.
5Carnivorous tendrils instead of armsAdds 2d3 carnivorous mouths (1d4 damage) at the end of flexible tendrils where each arm would be. Cannot manipulate weapons or objects. Attacks increase to 3 (bite, arm bite, arm bite).
6Constrictive tendril tail instead of legsA 3d6 damage constrictive tendril. Cannot manipulate weapons or objects. Attacks remain at 2, but can use constriction instead of bite or weapon.
7Constrictive tendrils instead of armsA pair of 1d6 damage constrictive tendrils that can manipulate objects and wield weapons.
8Constrictive tail tendril in addition to legsA 2d6 damage constrictive tendril. Cannot manipulate weapons or objects. Attacks increase to 3 (bite, constrict, weapon).


Grass Devils are violently opposed to mammalian life and attack it whenever possible. Intelligent and cunning, Grass Devils fight from ambush, create and utilize traps, and seek to use terrain to their advantage. With their Quick Mind mutation, they are quite adept at figuring out and using technological artifacts and almost always possess one or more objects, typically weapons. In addition to whatever weapons they may possess, they also have a class 12 poisonous bite (or poisonous spit if they have the Cobra hood mutation).

Grass Devils inhabit ruins in swamps, rain forests, and jungles. They typically lair in single level buildings, or buildings with "handicap access" ramps.

Mutations: Animal Limbs (arms)*, Full Senses, Free Movement, Toxic Weapon (poison bite)**, Carnivore, Quick Mind
*Animal Limbs (arms) may be replaced by carnivorous or constrictive tendrils.
**Toxic Weapon (poison bite) may be replaced by spray poison.