Exalted Monsters for OSR and Mutant Future games

Derek Holland
Exalted monsters are a new category of creature, one that is both weal and woe for spell casters. They are creatures that enhance spells but do so by harming the character. The more dangerous the attack, the more powerful the resulting spell will be. I have read several sources while working on this post: The Mythic Spell Compendium (Legendary), The Practical Enchanter (Distant Horizon), Advanced Arcana IV (Necromancers from the Northwest), Dragon articles in issues 111 (Good Stuff, For a Spell), 202 (Even Wilder Mages) and 242 (The Laws of Spell Design). For the Mutant Future part of the post I relied on my own Mutation Modifiers (Wisdom from the Wastelands #20) and GURPS Powers.
 
All of the monsters in the first part of this post are based on creatures from the AD&D Monster Manual, Fiend Folio and Monster Manual II. They are smaller, easier to port around than the original species and may be found in the company of various sorts of spell casters. I wrote this up for the OSR crowd because I don't see how this could be applied to 5e, at least not with more options than metamagic (which should be restricted to sorcerers anyways) and using higher level slots.
 
The lesser ankheg is only two feet long and has razor sharp mandibles. If a magic-user is bitten by one, inflicting 2d6 points of damage and costing two points of Constitution that will heal in a couple days, the next Lightning Bolt spell they cast will inflict an additional 3d6 points of acid damage.
 
A crowned basilisk is a snake that has a glowing set of horns. If a cleric braves the gaze of the beast, and permanently loses 1d4 points of Dexterity, their next Hold Person spell will have a permanent duration.
 
Royal cockatrice were bred so that magic users could create more durable goods. A peck inflicts 1d4 points of Dexterity damage, which heal one per day, and alter the spells Fabricate and Material. If the initial substance is weaker than stone, now it becomes as hard and resilent as stone.
 
Displacer cats are a natural offshoot of their more famous kin. Cunning illusionists like them to create barriers that are impossible to detect with normal senses. The tentacles do 3d8 points of damage and infuse the caster with the power to enhance Major Creation. The resulting object is displaced like the beast and the caster determines where the actual object is as well as where it appears to be. The range for this is at most ten feet.
 
Drake turtles are small enough to haul around in pails, but their steam breath makes that a difficult proposition. A magic user willing to inhale the steam, which does 2d6 points of damage and weakens the caster for 2d4 hours thereafter (as per Ray of Exaustion), can add the heat to the recipients of a casting of Haste. They inflict an additional 1d6 points of fire damage with their natural attacks or with metal weapons.
 
The stone homunculus is a smaller version of the gargoyle. It is one of the most obediant of the monsters here, though its claws are still very painful to endure. A magic user that suffers that damage, 2d6 points, can cast Stoneskin that makes the recipients completely immune to non-magical weapons and other attacks. The price is high though as the caster also gains vulnerability to all forms of energy, taking double damage from such effects. When the spell runs out, then the caster loses this weakness.
 
Lurking bats are the first of many bat species in this post. It has a mild bite, doing only 1d4 points of damage, but also allow a magic user to cast a Grasping Hand spell with a duration of concentration. Unfortunately the magic of the bat also immobilizes the caster for the same amount of time. If they are moved prematurely (such as being hauled by allies or knocked down by a dragon), the spell ends.
 
The horrid bat was bred from the manticore and has tiny iron spikes in its tail. Those willing to suffer its bite, which do 1d6 points of damage, find they can cast Major Creation and all the resulting materials are at least as strong as iron. This has no effect if the material is already stronger, but that also doesn't drain the effect from the illusionist. Of the material is enhanced, the caster suffers paralysis of the hands for the duration of the spell.
 
Goo balls are mutant mimics that are smaller but as deadly as their larger kin. Any magic user willing to suffer the loss of flesh, which does 3d8 points of damage and one point of Dexterity that will heal in a day, can cast a version of Slow that also adheres the victims to the ground. They can still move their arms, heads and torsos but can not move from the spot until the spell ends.
 
Stringers were bred from ropers and look like fleshy cigars with one lump on each size. Magic users willing to suffer 1d4 points of Strength and Dexterity damage (which heals one per day) find that their Ray of Enfeeblement will do an additional four points of Strength damage.
 
Bumbling mounds are funny little pets of wealthy children, though they can stink if they get wet. Clerics discovered that if they allow a bumbler to feed on them, doing 1d8 points of damage and 1d4 points of Charisma damage that heals one point per day, the next casting of Regenerate will allow the recipient to heal from electrical attacks for the next 24 hours. For every point the attack inflicts, they will instead heal an equal amount.
 
Taiga vipers are usually found as companions to shamans of the great cold forests. And those shamans are brave as the serpent has a lethal bite (save versus poison). Those who survive find that their own Poison spells are greatly enhanced- targets must save at -4 and take 2d12 points of damage even if they make the save.
 
Silver stirges were bred as weird pets and pest hunters in the cities. Druids adopted them when they found out that the process infused the critters with magic that enhances Wall of Thorn spells. Those willing to "donate" 1d6 points of Constitution damage (which heals one point per week) will create Walls that will inflict an additional one point of Constitution (so normal damage plus 1 CON everytime they move through the wall), slowly bleeding to death.
 
Fal-o-wisps are weaker kin to the wils. Some people mistake them for ioun stones, though they can and will float away from their masters if something draws their attention. If a magic user is zapped by a fal-o-wisp, doing 1d12 points of damage, the next Shocking Grasp spell they cast will do double damage to those in metal armor.
 
Sting lizards are wyvern runts and are usually slain by the parents soon after hatching. Their venom is only used by the desperate or brave as it is lethal. Those surviving the experience (i.e. making the saving throw) will find that the next Death Spell they cast is enhanced. It slays the high hit die monsters first in mixed groups or can kill one monster of up to 12+3 hit dice.
 
Pit kiwis are minature achaierai and bred as pets by devils and diaaks. Magic users willing to lose their mind soon after exposure (Feeblemind 1d6 minutes later, lasts for 1d4 days) find their own ability to strip away rational thought is greatly enhanced. The victim of the magic user's Feeblemind spell suffers hallucinations of Hell and has a 5% chance per day of actually being Plane Shifted there.
 
Green spiders are clumps of goo that usually take the shape of an arachnid. They are thought to be related to algoids. Druids dealing with civilized invaders of their woods willing allow themselves to be bitten, taking 1d6 points of damage, so that their Entangle spells strike as the heart of urban weakness. Every round a character is affected by the spell, they are pickpocketed as if a 12th level thief had rifled through their gear. The items successfully stolen are buried in the soil right then and there.
 
 
Assassin flies are weaker than bugs, but their bite is highly desired by some crazy magic users. Even though it causes paralysis of the hands soon thereafter (1d4 minutes later, lasts for 1d4 turns), the magic in their venom enhances Magic Missile in a most unusual way. Those struck must make a save versus poison. Failure means they suffer 1d8 points of damage for each missile they suffered as their flesh dies and decays.
 
 
Micro CIFALs are just smaller colonies. They are venomous and the toxin weakens the body greatly (2d4 points of Constitution, each point heals daily). Those willing to endure this find they can turn others into swarms with Polymorph Other. These could be natural swarms or swarms of tiny versions of other creatures (just use their normal stats and make them immune to non-magical weapons).
 
 
If an eye killer egg is alchemically treated, the hatchling may be a mirror serpent. A magic user can peer into its eyes and become blinded soon after (after 1d6 minutes, permanent) but until then their next Volley spell is to be feared. Their save is at +4 in the contest and whoever suffers the spell takes double damage, save for normal damage.
 
 
Cinder frogs are kin to fire toads and live in ash polluted waters. A magic user willing to handle the amphibian and lose the ability to use their hands for a short time soon after (two rounds and lasts 1d6 rounds) have their Burning Hands spells empowered. It does damage as if the caster was four levels higher and its range is doubled.
 
 
Forlarren aren't the only creatures with ancestry from the upper and lower planes. Split cats are another, named as they have a demonic and angelic side quite literally- each half of their bodies show the different ancestry. There are two uses for split cats, both by clerics. Those who are used in Exorcising attempts provide a +30% to the roll. Those used in Atonement spell rituals allow for the falling of celestials or the redemption of fiends. In either case if the attempt fails, the caster is possessed by a very hostile spirit that will attempt to undo everything good (for Good characters) or bad (for Evil characters) the cleric ever did.
 
 
Garwasps are weird critters and kin to garbugs. Illusionists find them useful when in need. Those stung by a garwasp take 1d6 points of Charisma damage (which heals one point daily) and find they can pick two different forms to use simultaneously when affected by Alter Self.
 
 
Silverbugs are more common than goldbugs but aren't usually found in hoards. Rather they feed on silver ore. Magic users who suffer its bite find that their next Fools Gold spell turns copper and copper alloys into silver, as well as their own eyes (after 3d4 rounds and blindness lasts for 24 hours). The resulting silver is effective against devils and lycanthropes and will not revert if struck with iron.
 
 
Shield familiars are friendlier than guardian familiars, their more powerful kin. Druids occasionally pact with them in times of great need. For their magic will age the druid one category and enhance their next Reincarnation. The character reborn will have +2 to all their ability scores and gain immunity to level drain and similar effects. When fighting undead, some druids willingly age themselves to death so that their reincarnated allies can survive the battle.
 
 
Frost lizards do not shapeshift like ice lizards, which makes them much more popular among humanoids. Magic users who suffer the bite of a frost lizard and then cast Polymorph Self find that they are immune to cold for the spell's duration. They also can not revert back to their human(oid) form and will not heal when they do so as the spell ends.
 
 
Felis Serpidae is one weird mutant of the kamadan, a snake with the head of a leopard. If an illusionist suffers its bite, which put them to sleep for a while soon after (3 rounds, lasts 1d4 weeks), they find their next Phantasmal Killer spell is extremely deadly. The victim must save three times and any failure results in death.
 
 
Soil salmon are found on the Plane of Earth and are thought to be related to khargra. A magic user bitten by one find their next Polymorph Self spell caster has a nifty bonus- they can pass through earth and stone like an earth elemental no matter what form they take. But the price is high- one hand is petrified and the caster can not revert back to their human(oid) form nor will heal when they do so as the spell ends.
 
 
Symbiotic goo is a minor ooze found in most cities as people keep them in times of war or disaster. If a cleric has some of their flesh consumed by a goo (1d6 points of damage), their next Cure Wounds or Cure Disease spell is enhanced. It heals or cures two people rather than one.
 
 
Rootburrs hide within the soil and protect a forest from ankhegs and other burrowers by transforming them into trees that soon burst into the air. A cleric that willingly subjects themselves to the venom, thus taking 1d4 points of Dexterity damage that heals one point per day, have their next Hold Person spell enhanced. Those who fail the save and are paralyzed are also transformed into shrubs, thus making them very vulnerable to fire (triple damage).
 
 
Viperlisks are special serpents found in snake worshipping cults. Each inflicts a disease with their gaze, though a mundane one rather than the mummy rot of boalisks. Clerics of the cults who willing look into the eyes of a viperlisk and suffer the disease find that their next Cause Disease spell cast is fatal. Those suffering the spell weaken twice as fast and will die if it isn't cured.
 
 
Rootworms are as much as a pest to farmers and bookworms are to wizards. But they also provide an unusual enhancement for Reduce and an odd penalty as well. If the spell is cast upon living or non-living vegetable matter, the spell is twice as strong and lasts twice and long. As for the caster, they are half their original height for the duration of the spell. To get this enhancement, the caster must crush the insect, thus making this the only one use critter in this list.
 
 
Quartz beetles are small relatives of the crysmal. When a druid suffers its bite, their next Transmute Mud to Rock spell turns the soil into a single massive quartz crystal. The caster is likewise transformed into a crystal three rounds later and this lasts for 2d4 hours.
 
 
Foo rats are sent by the Good gods to assist their magic user worshippers. A bite infuses the caster with positive energy doing 2d6 points of damage. Such energy alters any of the Monster Summoning spells, resulting in a Good alignment for those creatures conjured as well as giving them Good alignments.
 
 
Babbling mouthers are the result of gibbering mouthers feeding on rodents and other small animals. These tiny critters are popular with magic users and illusionists who enjoy driving foes insane. The caster must save versus spells or suffer Confusion soon thereafter (1d4+2 rounds later, lasts for 1d4 hours) but also find that their Confusion or Chaos spells also inflict hallucinations that leave long term mental scars (1d6 Wisdom damage that heals one point per month).
 
 
Sneaky muggers, relatives of the kampfult, are pests found in caves feeding on yet other little monsters. They devour their prey entirely and for a good reason- their saliva draws monstrous spiders after coming in contact with air. More than one has saved the bacon of a magic user fighting fire wielding humanoid, only to have caused their doom later. Their bite is very mild, doing only 1d3 points of damage. It also makes the next Web spell cast immune to fire and stronger (minumum Strength to move is 15, all movement through the webbing takes twice as long as the normal version of the spell). Unfortunately the caster then draws any giant spiders that come within 1/4th of a mile for the next 1d4 hours.
 
 
The birdtrap is a predator on avians, birds, bats and large insects. Its digestive acid has an odd effect on Charm Person. It can be cast upon an object and then affect the next person that comes into contact with the item. The magic will fade within 2d4 days if not triggered first. Unfortunately for the magic user, the acid needs to be applied to the face and hands and this does 1d4 Charisma damage (heals one point per day) and prevents spell casting for the next 1d6 hours.
 
 
Dark Mold, a mutant version of the phycomid, is not a popular exalted monster for it twists those who use its power. A magic user's Plant Growth spell will affect only fungi but its area is tripled and those within that area take 1d3 points of damage per round from caustic spores. The caster, who has to eat some of the mold for this to work, takes 1d6 points of Wisdom damage that heals one point per week and has their alignment shift to Evil.
 
 
Sparks and Cinders are versions of the xag-ya and yeg-yi, tiny motes that zip around their would be masters. Sparks enhance the Magic Weapon spell, making the affected items immune to all forms of damage for the duration. Cinders affect Finger of Death, allowing it to affect up to four targets and all take 3d12 points of damage on a successful save. Unfortunately for the magic user or druid, the energy needed for this can be lethal and in any case is very painful. Save versus death or die and with a successful save take 3d6 points of damage.
 
 
 
 
In Mutant Future there is no common name for Exalted monsters and no pet versions of existing creatures. TO make this easier, I used mutants from the Mutant Future core book and applied my mutation modifiers (though some act differently than the description in WW #20) and some ideas from GURPS Powers. Even those mutants who would benefit from being attacked from these creatures generally shy away from willing exposure. Also note that there is few listed negative effect for most of them- the poisons, radiation and other forms of attack the mutant initially suffers is enough in my book.
 
 
Ant horrors have a nasty toxin that affects three mutations- Metamorph, Neural Telekinesis, and Energy Ray (radiation). Shapeshifters heal 1d8 points of damage every time they take a new form (but remember that the shift takes two rounds). Those with telekinesis find that they suddenly need to consume salt before they can move anything at all. And those who blast gamma waves from their bodies start shedding skin excessively every time the mutation is used, leaving a noticable trail of powder. In any case the venom is broken down by the body after 1d4+3 days and the mutations return to normal.
 
 
Brain plants with mental attacks occasionally warp some mutations- Increased Vision, Quick Mind and Unique Sense (motion). Those mutants who fail their saves versus poison find that those with eagle eyes can read much faster and automatically make initiative in cases where that is vital (such as warning signs). Characters with enhanced minds can now force machines to answer questions and determine the veracity of the answers. And the others can tell if the thing moving is biological or technological (though some register as the other, such as replicants). All of these changes are permanent.
 
 
Giant killer bees ca kill with their venom or the stinger they leave behind. As long as the stinger is in the body, mutants with Martial Affinity find that they move in an unnatural manner every time they make any sort of attack, making anyone watching this to save versus poison or flee for 1d4+4 rounds. And the stinger also has an odd effect on plants that have Animal Limbs or Organs- an equal number of such parts suddenly grow and become useful. Of course if the stinger isn't removed, it will kill the mutant sooner or later.
 
 
Canisoids, mutant wolves and jackels, have saliva that reacts with the blood and neural tissue of mutants with Mental Reflection. Every time the mutation is activated, the mutant's brain oozes out of the openings in their skull and slowly retreat a round later. Those seeing this must save versus poison or be helpless while retching for 1d3+1 rounds. The mutant is also vulnerable during that time to physical attacks agains their brain and such strikes do double damage and 1d4 points of Intelligence damage that heals one point per week. The effects of the canisoid bite only last for 2d4 turns.
 
 
Cephalopoids, the other illithid like critter, have slime on their tentacles that affect plants with Projectile Thorns. The pressure used to launch them is increased to the point that the spines are shot five times as far as normal. This is a permanent transformation. Cephalopoids have mixed feelings about doing this as some plants makes great guards and others go rogue far too often.
 
 
Cockroachoids' sonic attack has an odd effect on those with Teleport. If they fail their save versus poison, those mutants not only lose their ability to traverse without motion, they also prevent anyone else from doing so within 100 feet. Fortunately for those who survive the insectoid attack, this crippling effect fades away after 1d4 hours.
 
 
Those who survive the Killing Sphere of death birds find their brains have been permanently rewired. For most this means a few behavioral quirks but for those mutants with Quick Mind or Neural Telepathy is means much more. The former find they can concentrate on most power cells and recharge them, adding one charge per minute. For the latter they lose the ability to speak mind to mind while awake, thus forced to communicate long distance only in their dreams.
 
 
Domers are aliens and have an unusual substance that collects on their teeth. Mutants with Regenerative Capacity that are bitten gain the ability to determine the appearance of any body part that is regrown. So a human that is regenerating an arm can decide to make it look like anything they wish, as long as it provides no mechanical benefits or penalties. It could be a grasshopper leg, a baboon arm, a thing that looks like stone or anything else the Mutant Lord allows. This is a permanent change.
 
 
Encephalized coyotes occasionally teleport to get their prey away from any sort of active defense. Those who have Neural Telepathy find that the trip changes that power significantly. Forever thereafter whenever they contact someone from afar, their head appears as a hologram 3-5 feet in front of the contacted being. And everyone within 50 feet and line of sight can see it as well.
 
 
Eye dogs have learned to use only one mutation on a target at the same time for if they use two on a mutant with Reflective Epidermis (any), that would be victim gains an additional immunity, the energy type the dog try to kill with. This transformation only lasts for 2d4+4 minutes, but that is long enough to put the canine on the defensive and potentially result in its demise.
 
 
Those mutants with Morph lucky enough to be put to sleep by a fungal grove and survive find they can now implant and remove cyberware without the need for surgery. Any hostile implants, such as explosives, can be removed without setting them off. This is a permanent change.
 
 
Gamma wyrm acid usually just dissolved prey, but in the case of mutants who can feel the presence of water (Unique Sense) it gives them the ability to detect if that water is contaminated. This is a permanent change.
 
 
Giant carnivorous flies have an odd effect on those with Prehensile Tails. The limb reacts much faster than before and any time the mutant uses it, they gain automatic first initiative in the round. This only lasts for 1d4 hours.
 
 
Like the death birds, the attacks of the fungoid permanently rewire the brains of those who survive. For most this means a greater appreciation for fungus and sort of a brown thumb while farming it. It is different for the mutants with Control Light Waves, Increased Balance and Mental Phantasm. The area affected by Control Light Waves increases or a 50 foot diameter sphere. Those wishing to climb freely find that they must first consume a mushroom or other form of fungus based meal first. And the dreams or nightmares are imparted to up to four different creatures simultaneously (though the image must be the same).
 
 
The egg of the hemofowl not only purges radiation, it also changes how Night Vision and Empathy work. Somehow any mutant with the former power detect others with the ability to see in the dark as long as they are within 200 feet and line of sight. This is a permanent change. Those with the ability to sense and change emotions can now affect androids, robots and other forms of artificial intelligence. This only lasts for 3d6 rounds.
 
 
Humanoid masses have many forms of attack and not surprisingly it is their Mind Thrust and Fragrance Development mutations that can induce permanent changes in mutants. Those who survive the mental attack and use to have Psionic Flight now find that powered crippled- now it is a form of wuxia (the mutant can stay in flight at most three rounds at a time and will fall if there is no surface to push off of). Mutants with Accumulated Resistance may actually find the result useful, if they survive the mass that is. They can now shed the chemicals the mutation protects them from. How much and potential uses is to be determined by the Mutant Lord.
 
 
The electrical attack of the kamata some how imparts its ability to charge to mutants with Energy Ray (electricity). Now they can build up a charge of 3d6 per two rounds, to a maximum of 15d6 points of damage. This is a permanent change.
 
 
Kelpers are predators on intelligent fish and other aquatics, esp those with Neural Telepathy. If such a creature survives the attack of a kelper, they find the mutation has been permanently changed and not for the better. Its range is now 200 feet and everything within that area hears any attempt at contact as the communication is broadcasted.
 
 
Lobstrosities don't normally feed on plants, so few know that its bite affects those mutants with Grenade-like Fruit. After being bitten, the plant's explosives take on a different appearance, one of calcite crystals. They can still germinate if they don't explode and the seedlings look normal and produce normal looking explosive fruit. This is a permanent change.
 
 
Mansquitos are already horrors to most intelligent beings, but they are feared by mutants with Metamorph. If bitten, they have to make a save versus poison. Failure results in the ability to shapeshift and one other one (rolled randomly) are weakened greatly. Halve the power of the second mutation. As for Metamorph, only half of the mutant's body can change (which is determined by the player with ML approval).
 
 
Mants that have Mental Thrust are another creature that permanently rewires mutants, this time those with Disintegration. The mutant can no longer destroy, but rather the effect is reversed, sort of. When applied to an object, the item has all its corrosion reversed. When applied to a creature, it heals 4d10 points of damage. Otherwise all the limitations of the mutation remain the same.
 
 
Night goats do not alter the mutations of others directly. Rather it is the other reality they can retreat to that does the permanently changes to mutants with Increased Vision, Metamorph, Natural Armor (Plant) and Mental Barrier. Those with superior eyes now see into the other universe all the time and potentially get distracted (save versus stun attacks at the beginning of combat or suffer -2 to attacks, -10% technology rolls). Every time a shapeshifter changes form there is a 10% chance that a small portal to that realm will open and something horrid will come through. Plants take on a color and pattern scheme that makes hiding impossible and in fact very memorable. And for those who can deflect mental attacks, the effort tires them (-1 to attack, +1 to AC per use, six uses results in sleep for 1d4 days; an hour of rest restores the mutant). See Wisdom from the Wastelands #7 for more ideas on how alien radiation may affect everything.
 
 
Pufferoids aren't seen as much of a threat to most people, but those who are Dual Headed find them terrifying. For if they suffer the mutant humans' attack and fail a save versus poison, their second head awakens and becomes hostile. Both heads will fight for control over the body (treat as both having Mind Thrust they can only used against each other) and the head that loses will die and wither. Obviously this is a permanent change.
 
 
Skin stealers are living nightmares (thanks Dan) and usually kill their victims. Those with Body Adjustment can regrow their skin but this also changes the mutation in a subtle way. Now every time it is activated a skin stealer within 10 miles can sense it and the direction to the mutant. Fortunately for the mutant this only lasts for 2d4 weeks.
 
 
Spider goats rarely feed on plants but do attack those with blood via the Animal Limbs or Organs mutation. If such a plant has the Electrical Charge Generation power, they find that it discharges harmlessly in the presence of ultraviolet radiation. Most of the time this means during the day but occasional UV lamps can be found in ruins. This lasts for 1d4 days.
 
 
Sporers' spores may weaken Reflective Epidermis (cold) if the mutant fails a save versus poison. The character is still resistant and takes either half or one quarter damage from cold based attacks and weather. This lasts for 2d6 weeks.
 
 
Stalker plants are among the few creatures that mutants actively hunt for the changes they cause. Those with Mental Barrier exposed to the plants' Mental Phantasm and fail a save versus Stun find the barrier is highly enhanced. Any creature attempting to mentally attack the newly empowered mutant must first find them psionically, for their minds are now hidden from others. The aggressor must take three rounds and then make an initial mental attack. If it fails, then they can make no more mental attacks of any sort against the mutant for this encounter.
 
Xenocattle are weird enough as it is, but here is a way to make them more memorable. Anyone who fails a save versus their poisonous attack with Density Alteration (Others) find that the power only works on plants for the next 1d4 hours.
 
 
Next are examples using monsters and mutations from Creatures of the Wastelands
 
The toxin used by bloater crabs inhibits the drawback Floats. Those mutants with it that find themselves in turbulent seas will sink like a stone. Once the storm or other source passes, they will return to the surface even if dead. This lasts for 2d4 days.
 
Heads (under body parts) have saliva that permanently changes those mutants with Alter Atomic Composition. Reroll both the inital and the resulting materials. Each population of heads can only affect a specific mutant once.
 
When a crusty bunny nibbles on a tree with Metallic Bark, the ringworm infests the bark. Thereafter any time the plant is exposed to an energy attack, it dumps most of it as waste heat that can be noticed with sensors from 300 feet away.
 
Death thread attacks other plants just as much as fleshies. A plant with Green Eye suddenly finds itself unable to use the senses of other vegetable mutants in the area, except for the death thread. This lasts for 2d4 turns.
 
Flow wood genetics has more than just the ability to turn back and forth into a liquid. It can enhance mutants with Flexible Skeletons so that they heal 1d8 points of damage every time they bend their bones (maximum once per turn). This change is permanent.
 
The flyash emitted by smoking hogs has an odd reaction with those mutants that have Transparent Skin. Such flesh releases a radiation burst of class 4 to 30 feet every time the character or creature is exposed to lasers or blasters. This change lasts for 3d4 days.
 
Squid hounds were bred to hunt creatures underwater and have one trick to help them in this endevour- mutants with Oxygen Storage find they they can't store extra oxygen 50% of the time. This failure lasts for 24 hours and then the mutant can try again. This is a permanent change.
 
Killer moss, an arachnid that mimics moss, has a venom that permanently rewires the brains of those with Induce Sleep. The mental mutation becomes addictive and the mutant must make a save versus stun not to use it against random strangers and creatures.
 
The first form of living rain transforms those with Patron Mind, making the connection visible no matter how far the patron and mutant are apart. The modification lasts for 1d4+2 days.
 
The rotting aura of the twilight rat has an bizarre effect on those mutants with Burning Blood. The drug does not work in those experiencing emotions. Other than meditation for 1d4 turns, the only way to achieve this sort of peace is to be subjected to the Empathy mutation.
 
Feedback requested.