Chris Van Deelen

No. Enc: 3d6
Alignment:  Chaotic
Movement: 90' (30')
                    180’ (60’) Swim
AC: 6
HD: 6
Attacks: 2 claws
Damage: 1d6+3/1d6+3 plus disease
Save: L6
Morale: 7
Hoard Class: None

These creatures would have you believe that they have been hunting the coastal waters of Europe for thousands of years. Somewhere in the past one of their members took it upon himself to explain their mutation as the direct result of the aliens that visited Earth thousands of years ago.

Most wasteland scholars do agree that after careful examination, it is clear that the species origins was indeed through genetic tampering, but they scoff at the idea that they were created by ancient aliens.  More than likely they were just one of many types of genetically engineered monstrosities that were released during the final wars.

Physically, these creatures are humanoid, but have undergone a hideous transformation. They have mottled blue skin and are now adapted to living in the water.  The flesh around the mouth and head looks as if barnacles have grown there, but these are merely extra means for the creatures to feed. They have long deadly claws on their hands and can use these quite effectively in combat.

When they engage in combat, they tend to use their claws to slice open the flesh of their victims, and then they place their faces in the wound in order to allow the suckers and barnacle-like growth’s to suck up the blood and body fluids. It can do this by making a successful attack roll. If the attack hits, the creature can then suck 2d6 points of blood and fluids from the victim. Any hit points taken from the victim via this method will go to heal any damage the creature has sustained.

It can then use additional blood to bolster its hit point total, first by maxing out its hit points and then creating a reserve, equal to 18 additional hit points (three times its hit dice total). Any damage the creature takes will first come from this reserve and once it has been depleted, then it will take damage.

To add insult to injury, the creature will also drain 1d3 points of Constitution with this fluid-draining attack. This will also translate into a -3 hit points per point of Constitution loss, which can only be regained through the victim’s natural healing rate per day.

The victim of the attack must make a saving throw versus death or lose an additional 1d3 hit points per round due to blood loss. This will continue until the victim takes 1d4 rounds to bind the wound, or use a medical device or mutation that accelerates healing. Then the victim must make a second saving throw versus poison or become infected with a genetic disease that will transform them into one of these creatures.

The transformation takes place over a month. During the first week, the victim will find that it is drawn towards the water. The skin will begin to dry out and the only way they can keep from sustaining 2d6 points of damage per hour is to enter the water and remain in it.

During the second week, their lungs will mutate and at the end of the 14th day they will be able to breathe both air and water. Their fingers will elongate and razor sharp claws will sprout from the tips. At this point in time they will see that their skin begins to turn a bluish color and strange growths will appear all over, especially on the head.

The third week will see the victim no longer able to digest solid food, and they will develop an insatiable appetite for blood. Each day they can resist, but the hunger will eventually drive them to madness and they will have to consume blood to survive. At this point they are not contagious, so any claws or bites will not transmute the disease. They can resist by making a saving throw, but each day they will suffer a cumulative -2 until they give in.

The final week is the last chance for the mutation to be reversed. This can be accomplished through several different means, using nanotechnology, medical drugs, or so forth, any sort of technology that will destroy diseases. If the disease is not cured by the 29th day, the victim is now and forever a member of this species.

It is important to note that only Pure humans and Humans (and their offshoots, such as Exotics) can be infected by this disease. Mutants, animals and plants are immune to the effects. After this point, the creatures can stay on dry land for up to 12 hours before their skin begins to dry out and they suffer damage. There is no saving throw to prevent the damage, and they will heal once they return to the water.

The only beneficial effect of this mutation is that the creatures are effectively immortal, and will not die from old age. They are also immune to disease, poison, radiation, and anything that will alter the genetic structure. The drawback is they are vulnerable to sonic-based attacks and suffer a -4 to all saving throws and take triple damage from this form of damage.

The change also causes the creatures to become for all intent and purpose, evil. They are especially attracted to family and friends and will actively seek them out to infect them.

Their homes in the water are always made in caverns or ruins, or even in underwater wrecks. They tend to live like animals and have very little regard for their surroundings or personal appearance. That is why many of these creatures are still dressed in the clothing that they were wearing when they underwent the last transformation.

They live only to feed, and have little or no interest in artifacts or accumulating wealth.

Mutations: Aberrant form (natural weapons, new body parts), bizarre appearance, dietary change requirement (blood), genetic replication, immunity to disease, poison, radiation and genetic alteration, longevity, vulnerability to sonics

Source: Doctor Who

Chris Van Deelen is the author of the Skirmisher Publishing LLC sourcebook Creatures of the Tropical Wastes sourcebook and co-author of its Wisdom from the Wastelands game supplement.