Cassaobries

Chris Van Deelen

No. Enc: 1
Alignment: Chaotic
Movement: 150’ (50’) Fly
AC: 3
HD: 6
Attack: See description
Damage: See description
Save: L6
Morale: 8
Hoard Class: VII, IX, X, XII and always 1d4 high tech melee weapons or high tech weapons (when using a host), and 1 suit of high tech armor.

These creatures are very unusual (which tends to be the case with many of the mutants that inhabit the wastelands) and have scholars baffled. In their natural form, they appear to be a large section of pinkish flesh, typically about thre feet wide by five feet long. The flesh is veined and appears to be a very soft and durable leather. Until one sees the eyes and mouth.

Some scholars speculate that these creatures are in fact highly altered Pure Humans which underwent an extreme change in their physiology in order to survive the final wars that nearly destroyed the planet.

Others argue that they are just another freakishly bizarre mutant that was spawned from the radiation and numerous toxins that made much of the land either uninhabitable or inhospitable for life.

No matter the origin of these mutants, they are a strange breed to be certain. They have full human intellect and very unique personalities. They have wishes and desires and many are incredibly vain, greedy, and self-centered. Also they are quite vulnerable in their natural form. Oddly enough, these creatures are always female – there have never been any reported cases of one of these creatures having a male personality.

The only way for these creatures to survive is that they must attack and attach their flesh to any Pure Human, Human (see Wisdom from the Wastelands issue 4: New Races) or Human Mutant who does not possess any physically transforming mutations.

They then have a physical body and are able to use it to live as normal humans. In order to physically take over a human, they must first make a physical attack. If the attack succeeds, they then secrete a class 11 poison and the victim must save or become paralyzed. If the victim is paralyzed, then the skin will wrap around them.

After engulfing the victim, the next step is to dissolve any clothing and items through a toxin that only affects non-living items. This toxin acts like an acid and all items carried by the victim must make a saving throw versus radiation (using the victim’s save) or if the Mutant Lord has access to Wisdom from the Wastelands issue 1: Artifacts, manuals and Toolkits, the items must make a saving throw versus acid or suffer 1 condition level damage. The items must save every round with an accumulated -1 per round to the save (to a maximum of -5).

Naked and stripped of all items the creature then melds with the new body. It has full control (using a modified version of possession. This creature must make a successful mental attack once per day or the host will be able to fight the possession and mentally ‘evict’ the creature from its body. The problem is that each day that this creature possesses a host, the victim suffers a cumulative -1 to the save until it can no longer fight. Then the mutant creature begins to drain away the victim’s personality, memories and Will Power. The Statistics are reduced by 1d3 per day until one or more hit zero, at which time the victim is irrevocably dead and cannot be resurrected by any means.

This creature is not quite as vulnerable while physically bonded with the host. It adds its normal hit-dice to the hosts original and uses the hosts physical attributes and saving throws involving physical attacks. The only way to separate the creature from a new host is to inflict enough damage that the creature will separate from the host and attempt to flee.

Each time the host takes wounds, the damage is taken from the hosts original hit point total. Once the hit point total reaches 50% of its original amount, the creature must make a moral check or flee. When the host is reduced to less than 25% of its original hit point total, the creature will flee automatically, as its self-preservation instinct kicks in in order to save it.

Finally, if the host is reduced to zero or more hit points then the damage is automatically inflicted upon the creature. Note that if the creature has taken full possession of the host and its effectively dead (see above), all it leaves behind is a husk that cannot be saved.

To make matters worse, this creature cannot live off an single host indefinitely. It is highly parasitic in nature and feeds off the host, sucking nutrients and compounds from the hosts body in order to stay alive. Each week the creature will drain 1d4-1 points of Constitution from the host. This will translate into a loss of 3 hit points per point of Constitution lost.

Once the host hits zero hit points, the creature abandons the host and goes out to hunt for another to replace its original host. All that is left is a near skeletal husk, utterly drained of all fluids and appears to have been aged well into its hundreds.

These creatures reproduce by a version of cellular division. Once the creature has drained a total of 30 points of Constitution from various hosts, it will split in half. The new creature has its own personality and will leave the original in search of a host to call its own, starting the cycle all over again.

As it was stated earlier, these creatures are very greedy and vain. They like to accumulate massive amounts of treasure and always have access to weapons and armor. They keep their hoard stashed away when they are on the hunt for a new body to use, but when they are in complete possession they use their money and treasure to gain more!

Mutations: Bizarre appearance (d), possession (modified) psionic flight, toxic weapon.

Source: Doctor Who

Chris Van Deelen is the author of the Skirmisher Publishing LLC sourcebook Creatures of the Tropical Wastes sourcebook, co-author of its Wisdom from the Wastelands game supplement and contributor to the 'Sword of Kos: Hekaton' Anthology.