Drooling Death
No. Enc.: 1d6 (1d6)
Alignment: None
Movement: None
Armor Class: 4
Hit Dice: 5
Attacks: 1
Damage: poison
Save: L2
Morale: None
Hoard Class: None
XP: 500
Drooling Death are mutated Dicksonia squarrosa fern trees, standing about 20 feet tall. Their fronds form an "umbrella" at the top of the plant, covering an eight to ten foot radius. Their roots have mutated to obtain nourishment from animal and humanoid bodies.
A bane to unwary forest travelers, these ferns attack by dripping a Class 19 poison sap onto those unwary enough to walk under their fronds.
Mutations: Extreme Natural Armor (Plant), Toxic Weapon (Class 19 poison)
Monday, September 29, 2014
Monday, September 22, 2014
Mutant Monday
Bristly Haircap
No. Enc.: 1(1)
Alignment: None
Movement: None
Armor Class: See below
Hit Dice: 1D6
Attacks: See below
Damage: See below
Save: None
Morale: None
Hoard Class: XIX
XP: 1 HD: 22
2HD: 56
3HD: 110
4HD: 300
5HD: 800
6HD: 1320
This plant is a mutated Polytrichum commune (haircap moss) that has been bio-engineered as an area denial weapon. It appears as a large, dark green moss in the form of many-branched caltrops scattered densely over the surface of the ground. Found in rainy or humid temperate regions, a patch of Bristly Haircap has a radius in feet equal to Hit Dice x 100. The hadrom (water conducting tissue) of these plants has also been modified to absorb iron rich blood in addition to water, further strengthening the alloy of the leaves, though providing no nourishment per se to the rest of the plant. The photosynthetic lamellar of the plant are only slightly modified, trapping and retaining moisture and blood efficiently, but otherwise providing little protection to the plant.
The caltrop-like feature of Bristly Haircap has been heavily modified, replacing the soft, plant-like original material with a shiny, golden monomolecular metallo-crystal iron alloy, while retaining the shape of the original toothed lanceolate blade leaves. Additionally, the leaves and structure of the plant have been modified to make them into hypodermic injectors linked to a gene-engineered poison sac. When stepped upon, these leaves penetrate any material that they come into contact with, including metals, but not stone or rock. A creature walking through a patch will encounter 2d6 such leaves, each doing 1d4 damage and injecting a Class 12 poison into the target.
With the exception of the metallic glint of promised gold among a field of green moss, which often attract the attention of victims with more greed than sense, Bristly Haircap appears to be a field of normal moss. Because of their unremarkable nature, beings must make a surprise check roll of 1-3 on 1d6 to notice the danger posed by patches of Bristly Haircap. A patch of Bristly Haircap cannot be destroyed except by fire or by careful digging and removal from the soil it covers. Some primitive tribals and mutants cultivate patches of Bristly Haircap as defensive fields.
Mutations: Injected Poison Sap, Natural Vegetal Weapons, Metallic Bark (CotW), Thermal Sensitivity (heat/fire)
Monday, September 15, 2014
Mutant Monday
Ketos
No. Enc.: 1(1)
Alignment: Chaotic
Movement: 30' (10')
Swim: 180' (60')
Armor Class: 1
Hit Dice: 10
Attacks: 5 (4 claws, 1 bite)
Damage: 1d8/1d8/1d8/1d8 or 4d8
Save: L10
Morale: 20
Hoard Class: XV
XP: 5200
The Ketos, or Fish-Dragon, is an ocean dwelling monstrosity that preys on ships and coastal regions. Appearing as a 60' to 80' long blue-gray muscular, shark-like reptile out of nightmare, it's body consists of an elongated lizard-scaled serpentine shape, with shark-like anal, caudal, dorsal and pelvic fins along the serpentine tail. There are eight other limbs; four powerful lizard like arms with webbed claws near the head of the beast, and two sets of whale-like flippers behind them. A horned dragon's head with shark teeth and a black forked tongue is used to bite large prey and swallow smaller prey whole.
Fish-Dragons are capable of breathing air and water, and can operate in a limited fashion on land, though, if forced to retreat, they will often head toward the nearest body of water. When attacking at sea they prefer to capsize boats and ships. To determine the chance of capsizing a vessel, divide the Ketos's size by the size of the ship. For instance, a 75' Ketos attacks a 150' long sailing ship has a 50% chance of success. The chance of success never exceeds 95%, in other words, any vessel that is the same size as or smaller than the Fish-Dragon has a 95% chance of being capsized. Any sailors unlucky enough to be dumped into the water will then be attacked. If their attack roll is equal to or greater than 18, the poor sailor is swallowed. A being that is swallowed takes 2d6 hit points of damage per round inside the Ketos’s belly. In addition, if a victim does not succeed in a saving throw versus paralyze, he is paralyzed with class 10 poison. Otherwise, he may attack the Ketos from the inside with a –4 to the attack roll versus an effective AC 7. Any other prey killed will be dragged back to the Ketos's lair for later consumption.
Dominating an area of a few hundred square miles of ocean, these aquatic carnivores generally lair is large underwater caves, occasionally being found in ship graveyards or large underwater habitats, such as pre-apocalypse dome cities. Those Fish-Dragons located near coastal area have been known to attack coastal communities by crawling onto land and "going to town."
Mutations: Echolocation, Night Vision, Reflective Epidermis (Cold), Regenerative Capability, Dietary Requirement Change (Carrion) [from Creatures of the Tropical Wastes], Epidermal Dependence (Water) [from Creatures of the Tropical Wastes].
No. Enc.: 1(1)
Alignment: Chaotic
Movement: 30' (10')
Swim: 180' (60')
Armor Class: 1
Hit Dice: 10
Attacks: 5 (4 claws, 1 bite)
Damage: 1d8/1d8/1d8/1d8 or 4d8
Save: L10
Morale: 20
Hoard Class: XV
XP: 5200
The Ketos, or Fish-Dragon, is an ocean dwelling monstrosity that preys on ships and coastal regions. Appearing as a 60' to 80' long blue-gray muscular, shark-like reptile out of nightmare, it's body consists of an elongated lizard-scaled serpentine shape, with shark-like anal, caudal, dorsal and pelvic fins along the serpentine tail. There are eight other limbs; four powerful lizard like arms with webbed claws near the head of the beast, and two sets of whale-like flippers behind them. A horned dragon's head with shark teeth and a black forked tongue is used to bite large prey and swallow smaller prey whole.
Fish-Dragons are capable of breathing air and water, and can operate in a limited fashion on land, though, if forced to retreat, they will often head toward the nearest body of water. When attacking at sea they prefer to capsize boats and ships. To determine the chance of capsizing a vessel, divide the Ketos's size by the size of the ship. For instance, a 75' Ketos attacks a 150' long sailing ship has a 50% chance of success. The chance of success never exceeds 95%, in other words, any vessel that is the same size as or smaller than the Fish-Dragon has a 95% chance of being capsized. Any sailors unlucky enough to be dumped into the water will then be attacked. If their attack roll is equal to or greater than 18, the poor sailor is swallowed. A being that is swallowed takes 2d6 hit points of damage per round inside the Ketos’s belly. In addition, if a victim does not succeed in a saving throw versus paralyze, he is paralyzed with class 10 poison. Otherwise, he may attack the Ketos from the inside with a –4 to the attack roll versus an effective AC 7. Any other prey killed will be dragged back to the Ketos's lair for later consumption.
Dominating an area of a few hundred square miles of ocean, these aquatic carnivores generally lair is large underwater caves, occasionally being found in ship graveyards or large underwater habitats, such as pre-apocalypse dome cities. Those Fish-Dragons located near coastal area have been known to attack coastal communities by crawling onto land and "going to town."
Mutations: Echolocation, Night Vision, Reflective Epidermis (Cold), Regenerative Capability, Dietary Requirement Change (Carrion) [from Creatures of the Tropical Wastes], Epidermal Dependence (Water) [from Creatures of the Tropical Wastes].
Monday, September 8, 2014
K is for Kuru (the effects of cannibalism in post apocalyptia)
Kuru
Save Modifier: -1, cumulative (with each consumption of an infected target)
Infection Duration: 6 months
Affected Stats: STR -1, DEX -2 (First Stage)
Damage per day: See Symptons below
This common post apocalyptic disease, more widely known as The Shakes, but also known as The Laughing Sickness is widely reviled throughout the wasteland. The problem is that this disease can generally only be contracted through cannibalism. This disease is caused by prions found in humans (and any other primate species, that is monkeys, apes, gorillas, orangutans, monkeys, chimpanzees, etc.), though several mutant animal species have their own variant. In bovine races (cows, bison, buffalo, water buffalo, yaks, and certain types of antelopes) it is known as Mad Cow Disease. Among sheep and goats it is known as Scrapie. The cervid species (deer, elk, moose, etc.) have Chronic Wasting Disease. Felines, Minks, Ostriches, and Grazing Antelopes (a bovine sub-family) all have some variant of Transmissible Spongiform Encephalopathy. There is no save modifier when consuming an infected cross-family (i.e. primates are all one family, bovines are all one family, cervids are all one family etc.) meal.
Symptoms: First Stage: unsteady stance & gait, decreased muscle control, tremors, and slurred speech.
Second Stage: (occurs after 10 consecutive failed saving throws against Infection Duration) incapable of walking without support, loss of muscle coordination (DEX is halved), severe tremors, depression, and bouts of uncontrollable laughing.
Third (Terminal) Stage: (occurs after 12 consecutive failed saving throws against Infection Duration of Second Stage Symptoms) no muscle coordination (DEX is equal to a value of 1), unable to speak, difficulty swallowing, incontinence, and becomes ulcerated (as if infected by Flesh Eating Bacteria). Death usually occurs between three months and two years once this stage is reached.
Save Modifier: -1, cumulative (with each consumption of an infected target)
Infection Duration: 6 months
Affected Stats: STR -1, DEX -2 (First Stage)
Damage per day: See Symptons below
This common post apocalyptic disease, more widely known as The Shakes, but also known as The Laughing Sickness is widely reviled throughout the wasteland. The problem is that this disease can generally only be contracted through cannibalism. This disease is caused by prions found in humans (and any other primate species, that is monkeys, apes, gorillas, orangutans, monkeys, chimpanzees, etc.), though several mutant animal species have their own variant. In bovine races (cows, bison, buffalo, water buffalo, yaks, and certain types of antelopes) it is known as Mad Cow Disease. Among sheep and goats it is known as Scrapie. The cervid species (deer, elk, moose, etc.) have Chronic Wasting Disease. Felines, Minks, Ostriches, and Grazing Antelopes (a bovine sub-family) all have some variant of Transmissible Spongiform Encephalopathy. There is no save modifier when consuming an infected cross-family (i.e. primates are all one family, bovines are all one family, cervids are all one family etc.) meal.
Symptoms: First Stage: unsteady stance & gait, decreased muscle control, tremors, and slurred speech.
Second Stage: (occurs after 10 consecutive failed saving throws against Infection Duration) incapable of walking without support, loss of muscle coordination (DEX is halved), severe tremors, depression, and bouts of uncontrollable laughing.
Third (Terminal) Stage: (occurs after 12 consecutive failed saving throws against Infection Duration of Second Stage Symptoms) no muscle coordination (DEX is equal to a value of 1), unable to speak, difficulty swallowing, incontinence, and becomes ulcerated (as if infected by Flesh Eating Bacteria). Death usually occurs between three months and two years once this stage is reached.
Mutant Monday
Porphyric-blooming Cereus
No. Enc.: 1d10 (1d10)
Alignment: Neutral
Movement: None
Armor Class: 7
Hit Dice: 2
Attacks: 2-5 (1d4+1)(projectile spines)
Damage: 1d4+special
Save: L1
Morale: None
Hoard Class: VI
XP: 29
Also known as the Blood-Bloom Cactus, this mutated version of Hylocereus undatus is a profusely branched climbing vining cactus, bearing largish (about a foot in diameter) white-colored flowers, and white oval fruit. The flowers and fruit darken to a beautiful crimson when the cactus has fed.
The preferred method of attack for a Porphyric-blooming Cereus is to wait until its prey is within a few feet, then quickly extend 2-5 spines with a range of 30 feet. Each spine that hits inflicts 1d4 points of damage. Each tendril that hits absorbs 1d6 hp of blood each round it is attached. It has a maximum capacity of 100 hp worth of blood, or as much as 10 pints. It swells to allow the fluid to be stored. The Porphyric-blooming Cereus gains half the damage done back in hit points. A cactus that is feeding does not attack again until it is dislodged.
A Porphyric-blooming Cereus is interested only in food. If it finds it has attached itself to something that doesn't have blood, it normally lets go and drops to the ground. It continues to fight only in self-defense. Blood-Bloom Cacti are found all over the wasteland in small clumps of as many as ten plants. They are non-ambulatory and so have no territory. While they have no treasure in and of themselves, the occasional victim will leave behind some trinkets.
Mutations: Projectile Vines (Fluid Leech)
NEW MUTATION (Beneficial Plant Mutation)
Projectile Vines
The plant has a network of modified vines that can be shot out to 30 feet for small plants, 60 feet for humanoid-sized plants, and 100 feet for large or huge plants. If the plant has sensory capabilities it is also assumed to have the intelligence to direct these modified vines; otherwise, the vines spread out 360˚. To determine the exact type of projectile, roll 1d6 and consult the chart below.
Roll Type Effect
1 Poison Vines - Plant has a network of 3d4 vines dotted with sharp thorns coated with poison (with a type randomly determined upon creation).
2 Sucker Vines - The plant has 4d6 vines edged with suckers that affix themselves to a victim on a successful hit. Each vine does 1d6 damage each action round it is attached to a victim, (on the second round, not the first). All hit points drained from the victim are added to the plants score. A successful grapple check must be made each round to continue to drain the victim. Sucker vines release their victim when their plant or the victim is killed.
3 Harpoon Vines - The plant has 2d6 hardened spear-like vines they can launch at targets, up to the plants total number of harpoons. Each spear does 1d8 damage plus strength modifier. An attack roll of 19 or 20 means the victim has been impaled by a harpoon for double damage. If the plant fails to impale, it retracts the harpoons and fires again the next round. When a victim has been successfully impaled, the plant retracts the harpoon, which pulls the victim to the plant.
4 Energy Leech Vines - The plant has 3d4 vines that will drain 1d6 charges (or equivalent) from any energy item it comes in contact with on a successful hit. The plant gains 1 hit point back from every charge drained. A successful grapple roll is required to maintain contact each round.
5 Fluid Leech Vines - The plant has 3d6 vines that will drain 1d6 hit points from any creature they come in contact with. The plant gains half the damage done back in hit points. A successful grapple roll is required to maintain contact each round.
6 GM’s Choice - The GM may choose any type of vine, combination of vines, or create his own type of vine.
Monday, September 1, 2014
Mutant Monday Labor Day Bonus Edition
Dire Bamboo
No. Enc.: 2d6 (2d8)
Alignment: Neutral
Movement: 120’ (40’)
Armor Class: 3
Hit Dice: 4
Attacks: 1 (bite)
Damage: 1d8
Save: L2
Morale: 11
Hoard Class: None
XP: 245
This mutated bamboo appears as a long-bodied, almost weaselish creature with four powerful, panther-like legs, and a long tail. They have relatively smooth, bark-like skin that ranges in coloration from green to tan or whitish-grey, covered in a thin fur of green, sword-like leaves.
Dire Bamboo hunt in packs and prefer small prey over the larger variety, because of the amount of energy required to run them down. Even then, they catch only the weak and sickly animals. They usually hunt only one large quarry per week, per pack, going without food for days at a time.
Dire Bamboo can often be found in moist woodlands and marshlands. They are often associated with Bryophytians
Mutations: Carnivore, Free Movement, Full Senses
No. Enc.: 2d6 (2d8)
Alignment: Neutral
Movement: 120’ (40’)
Armor Class: 3
Hit Dice: 4
Attacks: 1 (bite)
Damage: 1d8
Save: L2
Morale: 11
Hoard Class: None
XP: 245
This mutated bamboo appears as a long-bodied, almost weaselish creature with four powerful, panther-like legs, and a long tail. They have relatively smooth, bark-like skin that ranges in coloration from green to tan or whitish-grey, covered in a thin fur of green, sword-like leaves.
Dire Bamboo hunt in packs and prefer small prey over the larger variety, because of the amount of energy required to run them down. Even then, they catch only the weak and sickly animals. They usually hunt only one large quarry per week, per pack, going without food for days at a time.
Dire Bamboo can often be found in moist woodlands and marshlands. They are often associated with Bryophytians
Mutations: Carnivore, Free Movement, Full Senses
Mutant Monday
Bryophytian
No. Enc.: 6-24 (30-300)
Alignment: Neutral
Movement: 60' (20')
Armor Class: 4
Hit Dice: 1 to 6
Attacks: 1
Damage: 1d4 or weapon type
Save: L1 to L6
Morale: 8
Hoard Class: I, II
XP: 1 HD: 22
2HD: 56
3HD: 110
4HD: 300
5HD: 800
6HD: 1320
Bryophytians, also known as mossmen, are short, bipedal moss creatures. They appear as furry or fuzzy humanoids with rounded, often bulging proportions. Coloration is generally greenish, except when the Bryophytian becomes dehydrated, then it turns to a pale whitish green or light blue-green. Mossmen are 1½ feet tall, plus ½-foot per Hit Die. Although they do not have a spoken language, they are capable of vocalized cries. They normally communicate by tapping on their chests and on trees or stones.
Parties of Bryophytians hunt near their lairs. In their home territory, mossmen blend into their surroundings, so opponents receive a -2 penalty to surprise rolls. Bryophytians will attack any form of animal life for food. Timid and cunning, mossmen will not only use their natural camouflage for ambush, they will also use other tricks or traps, preferring snares, pit traps, and deadfalls. Half of the mossmen in a group have 1 HD, while 25% have 2 HD. The rest are 3 or 4 HD (equal chances). For every 50 Bryophytians, there is a subchief with 5 HD and 1d4+1 bodyguards with 3 HD each. Each tribe of mossmen is led by a chief with 6 HD and 2d4 bodyguards with 4 HD each. Half of the Bryophytians encountered carry spears, while the others use clubs or go without weapons (equal chances). About half of all of their hunting parties are accompanied by a pack of Dire Bamboo as well. Mossmen settlements always hold 1-4 packs of Dire Bamboo.
Bryophytians form primitive, settled tribes. Mossmen live by scavenging and hunting. Their lairs are usually found in moist woodlands or marshes. Tribes are territorial. Bryophytians co-exist well with plant and fungus life. They often use Screech Bushes to guard their lairs, and mossmen native to the lair can pass by those Screech Bushes unnoticed.
Mutations: Abnormal Size, Carnivore, Free Movement, Full Senses
No. Enc.: 6-24 (30-300)
Alignment: Neutral
Movement: 60' (20')
Armor Class: 4
Hit Dice: 1 to 6
Attacks: 1
Damage: 1d4 or weapon type
Save: L1 to L6
Morale: 8
Hoard Class: I, II
XP: 1 HD: 22
2HD: 56
3HD: 110
4HD: 300
5HD: 800
6HD: 1320
Bryophytians, also known as mossmen, are short, bipedal moss creatures. They appear as furry or fuzzy humanoids with rounded, often bulging proportions. Coloration is generally greenish, except when the Bryophytian becomes dehydrated, then it turns to a pale whitish green or light blue-green. Mossmen are 1½ feet tall, plus ½-foot per Hit Die. Although they do not have a spoken language, they are capable of vocalized cries. They normally communicate by tapping on their chests and on trees or stones.
Parties of Bryophytians hunt near their lairs. In their home territory, mossmen blend into their surroundings, so opponents receive a -2 penalty to surprise rolls. Bryophytians will attack any form of animal life for food. Timid and cunning, mossmen will not only use their natural camouflage for ambush, they will also use other tricks or traps, preferring snares, pit traps, and deadfalls. Half of the mossmen in a group have 1 HD, while 25% have 2 HD. The rest are 3 or 4 HD (equal chances). For every 50 Bryophytians, there is a subchief with 5 HD and 1d4+1 bodyguards with 3 HD each. Each tribe of mossmen is led by a chief with 6 HD and 2d4 bodyguards with 4 HD each. Half of the Bryophytians encountered carry spears, while the others use clubs or go without weapons (equal chances). About half of all of their hunting parties are accompanied by a pack of Dire Bamboo as well. Mossmen settlements always hold 1-4 packs of Dire Bamboo.
Bryophytians form primitive, settled tribes. Mossmen live by scavenging and hunting. Their lairs are usually found in moist woodlands or marshes. Tribes are territorial. Bryophytians co-exist well with plant and fungus life. They often use Screech Bushes to guard their lairs, and mossmen native to the lair can pass by those Screech Bushes unnoticed.
Mutations: Abnormal Size, Carnivore, Free Movement, Full Senses
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