New Mutant Monday #19 - Flyders

Chris Van Deelen

No. Enc: 1d6
Alignment:  Neutral
Movement: 180’ (60’) Air
                     90’ (30’) Climb
                     120’ (40’) land
AC: 4 (2 when flying)
HD: 2
Attacks: 1 bite or 1 spit while flying.
Damage: 1d4 & class 4 poison / no damage but class 4 poison.
Save: L2
Morale: 7
Hoard Class: Incidental

As it turns out, the descendants of the survivors of the final wars did not have much of an imagination when it comes to naming mutants. These are a species of spider native to the Northwest coast region of North America. The mutagenic compounds have altered the creatures, making them larger than their ancestors. Lots of people are scared of spiders and the fact these mutants can fly make them the stuff of nightmares.

Each is about the size of small dog, the body being about two feet in diameter. The legs are twice the body length and allow the creature to move at surprisingly quick speeds. They are also quite fast fliers, able to cover a great deal of distance.

This has allowed the creatures to be able to build webs and nests in areas typically inaccessible to their kind. It is not uncommon to find the creatures living on remote islands or even on wrecked ships or ruins where prey is plentiful.

Unlike their ancestors, they tend to hunt in small packs. They like to split up into an even group and then move to flank the target. If there are three or more, one will act as a distraction, allowing the others to move in from behind.

They often like to attack from ambush as well, having the chameleon epidermis, they are able to surprise on a 1-3 on a D6. If the ambush does not succeed, then they will take to the air and attack using a fly by strike. They will be able to shoot their venom while flying, which will cause no initial damage, but will require a saving throw versus poison. The effect of the venom will take place on the following round.

If they attack from the ground, they will bite and continue to bite every round until the prey succumbs to the poison. Once the prey has been killed, the spiders consume some of the bodily fluids. They will then mate (as long as there are two or more) and in twenty minutes the female will inject 10d10 eggs into the body. The mated pair will cocoon the body in spider silk, which will halt the decay process. The eggs will mature and in 7 days hatch. The hatchlings will then consume the bodily fluids and eat the organs and bones. Only 5d10 in percentage of the total eggs will grow to significant size to allow them to survive in the wild.

These survivors will burrow out of the webbing and take flight, looking for suitable locations to build their own webs and nests.

It should be noted the spiders do not possess any sort of intelligence; they are arachnids and rely entirely upon instinct for survival.

Mutations: Chameleon Epidermis, complete wing development, toxic weapon