Decarnocimex

Chris Van Deelen

No. Enc: 1
Alignment:  Neutral
Movement: 90’ (30’)
                    300’ (100’) jump
AC: 1
HD: 10
Attacks: 1 jump, 2 claws and 1 bite
Damage: 3d6, 2d10 / 2d10, 1d8+3
Save: L10
Morale: 11
Hoard Class: Incidental

Another mutant insect terror found only in the deepest ruins and crevasses in the wastelands, there are those who believe they are an offshoot of the Arachno-claw, as they appear to be descendant from the common cricket.

Unlike the Arachno-claw, these mutant insects have grown to gargantuan proportion, some reaching fifteen feet in length and easily topping a ton. They are heavily armored and move on four legs, able to jump great distances in a single bound. The front claws are large and scythe-like, capable of cutting through the toughest of armor with relative ease.

Thankfully these creatures are solitary and only interact with others of their kind when mating season is upon them. This happens during the height of summer and the creatures lay 4d6 eggs after mating, which take a full year to fully develop. The parent leaves the eggs to their own device, and one would speculate as such only a handful would ever survive and hatch. The eggs look like chunks of rubble, and are easily hidden among the piles of rubble found in the ruins where these creatures make their homes.

The creature is also a shape-shifter, able to alter its shape to appear as rubble or even part of a wall or doorway, which makes it impossible to detect and gives it the ability to surprise on a 1-4. When it takes the appearance of such rubble, it’s life-force diminishes to the point it is undetectable by those with the unique sense mutation, showing up as ‘background’ life, such as one would find with insects or the like.

When it attacks, it shifts to its natural form in a matter of a split second, and leaps at its target. This is a bash-attack and if it hits the target must make a saving throw versus death or be knocked prone. While the victim is prone, the creature will gain a +2 to hit with its attacks. It will then try and grab prey with the powerful pincers, and for each pincer which hits during combat, the creature will gain a +2 to the bite attack, so if both pincers hit, then the creature will gain a +4 to the bite. This WILL stack with the bash attack, so if the target is prone, each pincer will gain a +2 to hit, and if both hit, then the bite will have a +6 to hit!

The pincers likewise will grapple the target; automatically inflicting damage each round the grapple is maintained. The monster has Strength of 18 for the purpose of grapple, and a separate attack must be rolled for each pincer in order to gain the automatic damage.

They are voraciously hungry almost all the time and as such are constantly on the hunt, moving from place to place, always searching for areas which are frequently travelled by possible prey. They will never stay in the same location for more than 3 hours at a time, and if prey does not show during this period, they will switch locations. They are also found in the highest ruins, or in the deepest, darkest depths of the ruins, as long as it is a location where prey can be located and attacked. This is thanks to their powerful legs, which give the monsters a huge jumping distance. The jump can only be used once every five rounds, as it takes time for the muscles to coil and prepare to leap the distances once again.

Unlike many of the species which make their homes in the depths and darkness, these creatures are not vulnerable to sunlight, or light. They just like the dark, as it is easier for them to remain hidden while hunting for prey.

Mutations: Aberrant form (natural weapons), clinging, gigantism, metamorph (modified), natural armor.

Source: King Kong (2005)