Mental Mutation: Alter Circadian Rhythm

Mental Mutation: Alter Circadian Rhythm

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The mutant has a great deal of difficulty using any sort of weapon – any sort of item for that matter. If the mutant ever attempts to a gadget or item with its appendages, it must make a Dexterity check (roll under his Dexterity on a D20) or automatically drop it. Also activating or otherwise using the item if it somehow managed to keep hold of it always requires 1d6 plus the power score modifier in rounds. Furthermore using any weapon likewise suffers the same penalty, however, the mutant will suffer a penalty of three plus the power score modifier on any to hit roll. Oddly enough, the mutant has no issues using natural weapons, so these penalties do not apply in this case.

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Chris Van Deelen is the creator and contributor to over half of the Wisdom from the Wastelands series, contributor to the Swords of Kos: Hekaton anthology. He also wrote Creatures of the Tropical Wastelands, and 100 Oddities found in a Car. As prolific as he is, Chris Van Deelen continues to write and produce material which will be in publication soon. Not only is he a prolific content creator, he also has a wide selection of fiction and stories! If you like his work, please follow his personal author page on Facebook and on Twitter to keep up with his latest news and game content.

Appendage Incapability (drawback)

Type: Mental

Frequency: Common

Power Score: Yes

Range: Personal

Duration: Permanent

AI Recognition: None

Damage: None

Uses: Constant

 

Xenomorph Predalien (Combatant) CR 9 XP 6,400

Neutral medium aberration

Init +10; Senses Blindsight 120 ft.; Perception +8

 

Defense                                                             HP 145

EAC 22; KAC 24

Fort +11; Ref +11; Will +10

Defensive Abilities Acid blood, acid splash; immunities Acid, cold, vacuum

Weaknesses Vulnerability to fire

 

Offense

Speed 40 ft.

Melee Bite, +21 (2d10+13 P) or two claws +17, (2d6+13 S plus grab), or tail +21, (1d10+13)

Space 5 ft. Reach 10 ft. (tail only)

Offensive Abilities Grab, inner jaw

 

Statistics

Str +4; Dex +6; Con +2; Int +0; Wis +0; Cha +0

Skills Acrobatics +21, Athletics +16, Stealth +21 (+26 in hive)

Feats Improved initiative, cleave

Languages None

Other Abilities Cling, implant, rapid implantation, stalker

Gear None

 

Ecology

Environment Any

Organization Solitary

 

Special Abilities

Acid blood (Ex) The blood of the Xenomorph is highly acidic. Whenever it bleeds, the blood will burn through almost any substance and will cause 9d4+9 points of damage. The blood will continue to burn for 1d6 rounds, causing damage each round. Attacking the Xenomorph with natural weapons is a very poor idea as the target automatically suffers the acid blood damage if they are using slashing or piercing attacks.

Acid Splash (Ex) Whenever the Xenomorph is hit by any type of attack which deals more than 10 points of damage in a single strike, the blood will have a chance to effect anyone near. The acid splash has a radius of 10 ft. and those caught in the area of effect are allowed a Ref save (DC 16) to avoid taking damage. If the save fails, the victim will suffer 9d4+9 points of damage per round, for 1d6 rounds.

Cling (Ex) The Xenomorph is able to move its full speed along any surface.

Grab (Ex) When the Xenomorph happens to be within range of a hive, it will often attempt to grab and drag a victim back to the hive to be cocooned and impregnated. The creature must make a claw attack, it will do normal damage. If the attack roll successfully hits the target’s KAC +4, the creature automatically grapples the foe as a free action. (If it hits the targets KAC +13, it instead pins the target). If it succeeds, the creature will then drag the victim back to the hive to be used as a host. The victim can attempt to break free while grappled, requiring a successful escape (using the acrobatics skill). If the victim turns out to be ‘troublesome’ the creature can opt to bite in order to make the target more ‘compliant’.

Inner Jaw (Ex) Possessing an additional ‘jaw’ the creature can opt to use this attack. It typically will use this on a grappled target, or it can opt to use this in addition to the bite. The bite does slightly less damage (1d10+13 S) but is more accurate. The creature has a +24 with this particular attack, and if the target is grappled, then the bonus is +27.

Natural Weapons (Ex) Cannot be disarmed.

Rapid Implantation (Ex) If the creature successfully grabs a target, it can attempt to strike with the inner jaw attack. The difference is if it so choses, the creature can shove the inner jaw down the throat of the victim, causing only half damage. As long as the creature maintains the grab, it can then begin to implant embryos, at the rate of 1 per round, up to a maximum of six embryos after six rounds. Each round the beast will inflict half the damage from the inner jaw attack, and it can sense if the victim is going to succumb to the injuries, at which point it will release the victim, having fulfilled its biological imperative. Implant (Ex) Once a victim has been successfully implanted, the embryo will continue to grow. It will take as little as an hour or as long as several days before the embryo has grown enough to survive outside the host. At this time the embryo will then tear through the chest of the victim, killing it in the process. Typically the victim will have 4d12 hours before the creature bursts through its chest. If the victim is given medical treatment (actual surgery), the victim has a chance to survive. A surgeon (life science, medicine) will need a successful roll (DC 16) to remove the embryo. If the roll fails, the victim dies in the process.

Stalker (Ex) The Xenomorph is a near-perfect predator. As such it gains a +5 racial bonus to stealth rolls, and whenever the creature is in a hive, this bonus increases to +10

Vulnerability to fire (Ex) The creature has few vulnerabilities, and fire is one. Whenever it encounters fire, the creature will take an additional 50% damage (rounded to nearest) and suffer a -4 to any saving throws involving fire.

Alter Circadian Rhythm

Type: Mental

Frequency: Very Common

Power Score: Yes

Range: 10 times power score in feet. 

Duration: 1d12 plus power score modifier hours.

AI Recognition: None

Damage: None

Uses: Four plus power score modifier per 16 hours.

 

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