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New Mutant Monday #101 - Engulfer

Chris Van Deelen

Descendants of the common brown bat, these mutants have become large and deadly predators that are feared by many.

Although they appear to be nothing more than gargantuan bats, the wings are completely hairless, as is the underbelly. Only he back and head are covered with fur. The heads are proportionate to the body, although many consider them to be demonic in appearance, striking fear into the hearts of those who see them. The ears are abnormally long, jutting out nearly three feet from the top of the skull and can swivel. This gives the creature’s excellent hearing and it can help them home in on even the slightest sound. The flesh is black and looks slick, as it is actually covered with a cold-resistant slime that is in fact a powerful acid.

These creatures make their homes in hilly and mountainous regions, always in or around forests, although they have been discovered to lair in the upper floors of ruined skyscrapers and other similarly tall structures found throughout the lands. They prefer temperate and tropical zones over cold, but if prey is plentiful enough, they will stay in areas that are plagued by cold.

When hunting, the creatures glide through the night sky, using their echolocation to find prey. They still live mainly on insects, much as their ancestors did, but due to their significantly larger size, they need larger prey. They also will hunt and attack prey on the ground, if it is large enough to meet their dietary needs.

The creatures will stay aloft and pick the perfect time to ambush prey. They will suddenly swoop in and using their hind legs, snatch prey off the ground. This gives the creatures the ability to surprise on a 1-3 on a d6. The creature must make a successful melee attack to grab and then on the next round they must make a successful grapple attack. The creatures have Strength of 12 for this purpose.

If the grapple succeeds, then the creature launches into the air, wrapping its wings around the victim. The creature is able to hold itself aloft while doing so thanks to its psionic flight and neural telekinesis mutations.

While it has a victim trapped in its wings, the slime will instantly begin to break down the organic material, which is absorbed through the skin of the creature. This slime inflicts 3d6 points of acid damage per round, and only acts against organic material. Someone in a full hazmat suit will not take any damage. The protection provided by various types of armor is left up to the ML.

Of course the creature will fly its maximum speed, straight up while grappling. In order to break free, it requires a successful grapple check, but the victim has another problem – if they can’t fly, the landing could do them in. Which is considered preferable than being dissolved and absorbed.

These creatures can only attack creatures that are small or smaller, although rumor has it there are some truly old and monstrous members of this species that can snatch humanoid or even larger prey and wrap them in their acidic embrace.

If a foe proves to be too large, the creatures will swoop in and slap the target with their wings. The slap does little damage, but the acid can really make the difference. They will often work together to take down even huge prey like this and once the prey has succumbed to the acid, they will cover it with their bodies and absorb the nutrients left behind from the breakdown of the organic material.

If one knows what to look for, it is quiet easy to find the location where these creatures roost during the day. The ground is littered with thousands upon thousands of bones and other items that the acid will not break down during their feeding. This is where treasure hunters often prowl, going through the bones in search of items, coins and other items that were left unharmed by the feeding. As long as it is daylight, hunters have nothing to worry about, but once the sun sets, the hunters will become the hunted and odds of their bones joining the rest are very high.

Most of the time the creatures live in small groups of up to ten, but in areas that can support them, it is rumoured that there are caves that hold literally thousands of these creatures. These massive nests are supposed to exist in the ruins of Los Angeles and Mexico City but no one has ever been able to confirm this to be fact or fiction.

Mutations: Aberrant from (natural weapons), echolocation (modified), flight – psionic (modified), gigantism, neural telekinesis, toxic weapon, ultravision.

 

No. Enc: 1d10
Alignment:  Neutral
Movement: 210’ (70’)
AC: 4
HD: 4
Attacks: 1 wing slap
Damage: 1d6 plus 3d6 acid damage
Save: L4
Morale: 8
Hoard Class: IX (2d4 items of any type), XI, XIII