Graboid, African

Chris Van Deelen

No. Enc: 1d4
Alignment:  Neutral
Movement: 180' (60')
AC: 0
HD: 30
Attacks: 1 Bite or special (see description)
Damage: 8d6 or special (see description)
Save: L20
Morale: 10
Hoard Class: None

As if the Graboids found in North America were bad enough, it has been recently discovered that a genetic cousin of these creatures lives in the plains of Africa. These are far larger and fiercer (if that is even possible) versions of the Graboid.

Physically, these monsters have thicker hides, which are armor plated, making them exceedingly difficult to harm. And was it mentioned how much larger they are than their North American cousins?  This offshoot of the species averages 25’ in length and weighs in at almost 12000 pounds. Like the cousins from the America’s, these creatures have small rock-like projections along their worm-like sinewy body, which helps to propel them under the ground. What has been discovered and is even more disturbing is that these creatures can swim! They can easily burrow into the soil around rivers, lakes and ponds and can travel as fast through the water as they can under the ground. Also, instead of three beak-like mouth parts, these creatures possess five!

So do not think you’re safe if you try to use the water to escape these voracious predators. It is not known how long these creatures can remain submerged, but it is assumed they can remain underwater for as long as they can remain underground.

These mutant worms have two main methods of attack. The first is they will simply come up from beneath a target and bite, causing hideous damage. Any creature medium sized or smaller will be swallowed whole on a roll of 18-20.  Any creature thus swallowed will take 5d6 damage per turn due to the powerful digestive acids in the creature’s stomach. These acids are so powerful that they will even corrode the heaviest alloy, causing 1d4 points of condition damage per round, per item. These items are allowed a saving throw as outlined in Wisdom from the Wastelands issue 1. The only way for a swallowed victim to escape is by killing the Graboid, or by cutting its way out. The interior of the creatures stomach is very tough (AC 4) and a victim must do at least 25% of the creatures total hit points to cut itself free.

The creature’s second attack is the snake-like tongues. These creatures always have 3 tongues.. The Graboid can do one of two things with the tongues... it can simply bite with them, causing 3d6 points of damage, or it can attempt to grapple a creature with them. A victim grabbed by one of these tongues will be constricted for 1d6 points per turn and will have to make a strength check in order to break free.

What sets this version apart is that the tongues can detach from the body and seek out prey on their own. The tongues can range up to 1000 feet from the body, and are under its full control during this time. The tongues have a movement rate of 90' (30') and an AC of 4. They can still bite and constrict, and once prey has been killed, drag the corpse back to the body for consumption. The tongues possess 30 hit points each, and if killed, the creature will suffer 10 points of damage. The tongues will regrow in 2d6 days, even if all three are destroyed.

If it was not bad enough that they are larger, thanks to the plates they have a damage reduction of 20 against all physical forms of attack, and are completely immune to poison. Energy and mental attacks will harm the creatures, however.

Mutations: Aberrant form (extra parts, natural weapons, xenomorphism), echolocation, gigantism, new movement type (burrow), vision impairment (drawback).

Source: Tremors: Bloodlines (2015)