New Mutant Monday # 24 - Kaeru Jusei

Chris Van Deelen

No. Enc: 2
Alignment: Neutral
Movement: 120’ (40’) or 1 hop up to 300’                   
AC: 5
HD:  3
Attacks:  1 bite or 1 tongue or spit (for males)
Damage: 1d6+1, 1d4 or 2d6+3
Save: L3
Morale: 5
Hoard Class: N/A

 

These creatures are mutant leopard frogs. They are always found in pairs, with a male and a female.  They can be found anywhere there is fresh water, and make their homes in sheltered coves or anywhere the water does not move quickly. Their favorite habitat is small ponds or lakes, but can be found in slow-moving rivers.

Unlike their ancestors, they do not go into hibernation during the winter months. They have adapted to the climate and are active all year, although the winter does tend to cause a high rate of attrition among the species.

They are quite fast, considering their side and can make impressive leaps, traveling up to 300’ in a single bound. This can help when the creatures are faced with predators or opponents, who happen to be very tough. They will use it to escape a conflict in which they do not have a chance of winning. This hop can be used once every three rounds.

Physically, they are larger than their ancestors, growing up to three feet in length, and can weigh around fifty pounds. They possess three eyes each, and instead of the spots their ancestors were known for, they tend to have tiger-like stripes.

Most of the time these creatures will live peacefully, hunting insects and small creatures to use as food. However, if they encounter a human-sized (or larger) creature, they will go into reproduction mode.

The way they reproduce is rather disturbing. They do so through combat. The female will bite or strike with her tongue, injecting 2d10 eggs into the host.  Optionally, the female can use her tongue to attack. This attack can be used every round, and has a range of 45 feet. If the attack is successful, the tongue will inject 1d8 eggs per attack. In either case, the victim is allowed a saving throw versus poison. If the save is successful, the body’s natural defenses destroy the eggs. Otherwise the eggs are successfully introduced to the host. These eggs are harmless and will not cause the host any problems, as long as they are not fertilized. If the eggs are not fertilized, they will be absorbed into the body at a rate of 1d4 per day. Oddly enough, the eggs, while being absorbed, will increase the healing rate by 1 per absorbed egg per day.

The male will then spit a toxic glob at the target. The male can shoot this glob up to 120 away and is considered to be a ranged attack. It can use this glob attack once every 2 rounds. Otherwise the male can bite, but the bite does not have the same effect. This glob is really semen and highly acidic. It will burn through any armor or clothing, and upon contact with the flesh, will seep through the skin. Here it will travel through the body, seeking eggs to fertilize.

The acid will do 2d6+3 points of damage and any armor or items must make a saving throw versus acid (if the ML has access to Wisdom from the Wastelands issue 1 – Artifacts, manuals and Toolkits). Otherwise the attack is a save versus poison, using the owners saving throw. A failed saving throw will cause 1d2 points of condition level damage to the item. It should be noted that this acid is effective for only a single round.

Once the semen has been introduced to the host, there is a 50% chance per egg the semen will fertilize the egg. If this happens, the host is in a great deal of danger. It requires 2 days for the eggs to grow and hatch into tadpoles. At this time the host will suffer 1 hit point of damage per fertilized egg (so if the host has 12 fertilized eggs, the host will suffer 12 points of damage) per 12 hours!

At the end of the day, the host must make a saving throw versus poison or suffer Constitution damage equal to 1 point per 3 tadpoles. Using the same example as above, the host, upon failing the saving throw, will suffer 4 points of Constitution damage.

It takes the tadpoles exactly 7 days to metamorphosis into the creatures, but rarely do the hosts survive that long. If the host’s Constitution drops below 0, they are killed. This has no effect on the tadpoles, as they will just live off the rotting remains until the metamorphosis is complete.

The tadpoles are vulnerable to vampiric field, any type of poison or disease, or can be actively searched for and cut out, causing 1d4+2 points of damage per tadpole to surgically remove. Some find the quickest and easiest way to rid themselves of these tadpoles is to subject their bodies to a low level poison (typically Class 1 – 3). Even if the saving throw succeeds, the toxin will kill the tadpole. Likewise, radiation will destroy them as well, but possibly harm the host in the long run.

As stated, these creatures are capable of surviving during the winter months, and are completely immune to cold and cold-based attacks. Conversely, they do not suffer any additional damage from thermal-based attacks.

Mutations: Gigantism, immunity to cold, toxic weapon