Feaster

Chris Van Deelen

No. Enc: 4d6
Alignment:  Chaotic
Movement: 120’ (40’)
AC: 5
HD: 8
Attacks: 1 bite and two claws
Damage: 2d4+3 / 2d6+3 / 2d6+3
Save: L8
Morale: 11
Hoard Class: None

These creatures are one of the few examples of genetically engineered life-forms that was proven to have been created by the American Government to use as a biological weapon against their enemies in the early years of the 21st century.

Although most of the records were lost or ‘misplaced’ several genetic engineers and top brass decided that instead of taking these monsters and placing them into enemy territory, they released them into a small Texas town.

Hundreds of people were slaughtered by these monsters and the few that survived were both physically and mentally scarred as a result of encountering them.

It is also a well-known fact that those who were responsible for the creation and subsequent release of these monsters met a very fitting fate – they were fed to the creatures as an example for any other idiots that would dare unleash such a horror on their own citizens.

Physically these creatures are very human, having powerful physiques and an overall human structure. They are quite hideous to behold however, having nearly alien skull-like faces with massive dagger-like teeth filling their mouths.

Their hands have only two fingers and an opposing thumb and all end in strong and wicked claws.

As physically imposing as these creatures are, they are not invulnerable. They can be taken down quite quickly and easily if one has the weapons and the knowledge. The reason they were so effect in the initial tests was due to the fact that these creatures struck suddenly and with total surprise on their side. When citizens are able to arm themselves and work together, they can readily destroy the monsters.

In combat the monsters always prefer to strike using surprise. They have exceptional hearing, which almost acts like radar, allowing them to pinpoint the location of victims from behind walls and other barriers. Their strength allows them to punch through barriers and get at their victims.

They also are able to employ a very disgusting attack. Once per day they can vomit the contents of their stomachs at a victim. This is a ranged attack and it initially inflicts 3d6 points of acid damage (all items must save versus poison using the victims saving throw, or against acid if the mutant lord has access to Wisdom from the Wastelands issue 1: Artifacts, manuals and toolkits. If the saving throw fails, the items take 1d3-1 condition levels damage). The victim must also make a saving throw versus poison or immediately suffer 1d3 points of constitution damage.

If the victim does not wash the noxious fluids off, they will have to save versus poison again or suffer 1d3 points of constitution damage every turn until they either reach zero constitution and die, or finally grow a brain and wash the fluids off.

This fluid also has another unpleasant side-effect. After six full turns have passed and they have not washed the fluid off, they will suffer 1d6 points of charisma damage as the fluid scars the epidermal layer. This will continue to scar them until they hit zero charisma. They will not die, but they will be hideous to behold.

As disgusting as that particular attack is, they can be far worse. Once they have fed enough to satisfy their seemingly never-ending hunger, they become sexually active. This requires the creatures to consume eight hit-dice worth of flesh of another creature and then look out. No one and nothing is spared. They will grab and have sex with anything, including one another.

This requires 2d4 rounds to complete, and during which time the victim can act (and had better!). Once the creature is finished, the victim, regardless of the sex or even race, will become impregnated. The gestation period is so quick it boggles the mind.  After only 1d6 rounds, the victim will suffer 10d6 points of damage as it gives birth to another one of these creatures. Only members of their own kind will not suffer the damage during birth.

The new-born creature has only 2 hit dice and can only inflict 1d3 points of damage with the bite and 1d2 with the claws, but it will attack anything it sees, including its ‘mother’.  The only creatures it will not attack are members of its own species. The newborns do not gain any of the parent’s mutations (if there were any).

The creature will grow by 1 hit dice for every 4 hit dice worth of food it consumes. This requires one hour per hit-dice so if there is plenty of food, the creatures can easily replenish their losses in no time.

When there is no food available, the creatures will begin to wander in search of meat to consume. They will eat any meat that his handy, although strangely enough they will never attack or eat one another. Often when they travel, these monsters will use the flesh and bones of the creatures they have consumed as a crude sort of armor or camouflage. When they use this, their AC improves to AC 2.

No one really knows how intelligent they are, as these creatures show absolutely no interest in artifacts, treasure, negotiating and so on. They are only interested in feeding and breeding.

If it was not for the fact that they really are not that tough, these creatures would have long ago taken over the world. But in the post-apocalyptic environment, there are plenty of other mutants, well-armed tribesmen and environmental factors that keep the population of these monsters in check.

Mutations: Aberrant form (xenomorphism, natural weapons), bizarre appearance (d), dietary change requirement (meat) (d), toxic weapon (acid vomit)

Source: Feast 1, 2, and 3.

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.