Chris Van Deelen

They first attempt to grab at a creature with their powerful insect-like mandibles. Anything grabbed by these powerful pincers are considered to be grappled (if the GM is using any type of grappling system, or see Wisdom from the Wastelands issue 11: Optional combat rules ). The victim can attempt to escape the grapple by a strength versus strength check (these creatures have an effective strength of 40). If the check fails, each round the victim will suffer the mandible damage. To make matters worse, the victim can then be bitten (with a +6 to hit) for extra damage each round.

The creature is also able to employ its  huge and deadly paws, tipped with four claws that can rend metal as easily as flesh. Essentially, if a creature is captured by the mandibles, they're toast, as the claws get the same +6 to hit bonus. However, the  monster can quite easily attack other targets around it using the claws. Lastly, it can use its powerful tail to strike at targets flanking or behind it, and if the attack succeeds, the target must make a Dexterity check or be knocked prone.

It is said that these creatures are created in times of great need, typically when a tribe is threatened with extinction or some other enemy that they can't handle. A lone member of the tribe will sacrifice himself (or herself) to become one of these monsters and as the end of the change takes place, the individual will engage with those enemies or threats to the tribe.

As a result, when the threat has been neutralized, the tribe awaits the return of the monster. They are prepared with fire and with poisons, typically in the form of an aerosol, to dispatch their former tribe-mate.

Other than that, the biggest killer of this monster is lack of food and lack of the chemicals they need to survive. If there are no human prey, the creature quickly starve to death.

Mutations: Aberrant form (natural weapons; xenomorphism - chimera), dietary requirement change (brains)(d), increased caloric needs (d), increased physical attributes (strength and constitution), increased senses (hearing, sight, smell, taste), natural armour, new movement type (climb and burrow), reduced immune system (d), thermal vision.

Source: The Relic (1997)