New Mutant Monday # 30 - Dreagle

Chris Van Deelen

No. Enc: 1 or 2+2d6
Alignment:  Neutral
Movement: 300’ (100’) air
                    120’ (40’) ground
AC: 5
HD: 4
Attacks: 2 claws or 1 bite, 2 claws, 1 tail, 2 wings
Damage: 1d6+3 / 1d6+3 or 1d4+3 1d6+3 / 1d6+3, 1d8+3 / 1d3+3 / 1d3+3
Save: L7
Morale: 11
Hoard Class: XII (80% each)

Well before the final wars, humanity was obsessed with genetic engineering. Many species, once extinct, were brought back to life through this technique. Even mythological creatures were given life thanks to the geneticists ability to create chimeras.

Asian culture was obsessed with the Dragon. They managed to genetically engineer certain species of lizard to create beasts, which approximated the ancient and majestic beasts of legend.

A group based out of Taiwan took this concept one step further and decided to create a creature which was part hawk, part dragon, and sell these on the open market as guard beasts. The genetic tinkering produced a beast which is not only intelligent, but loyal to boot. The beasts they created are about as intelligent as a German Shepherd.

The beast is about the size of an Irish Wolfhound. On males, the head is distinctly dragon-like in appearance, while on females, it is Eagle-like. Instead of scales, the creature is covered in grey and black feathers. The tail is as long as the body and is featherless, except for the tip, which has a wide fan of feathers. The rear legs are like that of a great raptor.

These creatures mate only once a year. The female gestates eggs for 2 months and then lays a cluster of 2d4. It takes an additional four months for the eggs to hatch, and once they have, the young will require constant attention from the parents as they grow. They will reach full adult maturity within a year and are capable of breeding within two years of hatching.

Both parents stay with the young, one always watching and guarding, while the other hunts for food to sustain the young and their mate. Once the young are old enough to survive on their own, the parent’s part ways and the young are left to their own devices. It does not happen often, but occasionally the same male and female will mate several more times over the span of their lives.

These creatures can live up to thirty years before dying of old age, although violence typically ends them well before this can happen.

If introduced to someone as they are hatched, the creatures will bond with that individual, treating it like its parents. As such the eggs are sought after and can fetch a hefty price.

In combat, the creatures will swoop in and slash with their deadly claws, inflicting nasty wounds. If they are defending a nest or a specific location, they will land and make use of their full array of attacks. In the air, they can claw twice. On the ground, they can use two claws, a bite, tail slap and two wing slaps. They are also highly resistant to the effects of heat and cold, and have a natural damage reduction of 10 against both types of attack.

It has been discovered that many of the species have mutated since the final wars ended. At least it is speculated they have mutated. Approximately 50% of the creatures encountered now possess a ‘breath weapon’. The creatures can use this weapon up to three times per day and the damage is based on the type of weapon employed. It should be noted in the case of these creatures that do not use thermal or cold based weapons, whatever type of weapon they use they automatically gain a 10 damage reduction. Consult the following chart to see what type of weapon the beast possesses.

Roll

Type

1

Electrical

2

Energy

3

Radiation

4

Fire

5

Cold

6

Sonic

The breath weapon is always a cone, which extends ten feet from the mouth of the creature to a maximum range of fifty feet. The damage is always 5d6 with the exception of the radiation. The type of radiation is class five. It should be noted the creature which uses radiation always immune to radiation and cannot be mutated.

When these creatures are used for guard animals, they will always stay and fight to the death to protect their masters or whatever their masters have deemed worthy of protection. This can be anything – treasure, items, or even living beings. It has been found they are especially good with children.

It has been discovered these creatures have a thing for shiny objects, specifically coins. There are those who speculate these beasts had this encoded into their genome, as why would eagles and lizards want anything to do with coins?  They will gladly take coins, specifically silver and gold (they are the brightest) for hard work and tend to line their nests with the coins, covered by their cast-off feathers.

Another oddity when it comes to these creatures is their tails. When they are with those they have bonded with, they can use their tails like fans and help keep their family nice and cool during the hottest days. They also use their tails to keep smoke and other airborne particulates away from their family… anyone using a gas-based weapon will find it is blown away and rendered inert in only 1d3 rounds if the creature nearby. Any such gas-based attack will be dispersed, and as a result, negated. The drawback is the creature cannot use any of its attacks while doing this. Still, they are capable of saving lives when gas-based attacks are used.

The tail can also be used to help extinguish fires. Any victim which is currently on fire will have the flames extinguished on the following round, this includes flames caused by weapons, such as napalm or other such weapons which normally would not be extinguished. No matter the type of fire, the creature can put it out. The creature can also tackle larger fires, able to put out a 5’ per round. If multiple creatures are fighting the same fire, they can quickly extinguish even large fires.

Mutations: Aberrant form (xenomorphism), (natural weapons), energy ray (modified)

And as I have had a habit of doing recently, there is the link to the original image used for this entry. http://1-084.deviantart.com/art/CE-Dragon-X-Harpy-eagle-519896054