New Mutant Monday # 31 - Roasters

Chris Van Deelen

No. Enc: 2d4
Alignment: Neutral
Movement: 90’ (30’) Swimming
AC: 4
HD: 6
Attacks: 1 bite or two tentacles plus boiling water
Damage: 1d6+4 (thermal), 1d4+4 / 1d4+4 (thermal)
Save: L8
Morale: 7
Hoard Class: N/A

The final wars caused a great deal of change in the world, not only causing many species to become extinct, but changing the geography as well. The ring of fire, a series of volcanoes and unstable tectonic plates, were targeted by a group of rather unpleasant terrorists who wanted to cause as much death and destruction as possible. There are many still active volcanoes around this ring even hundreds of years after the end of the final wars.

Some surprising life evolved in the waters around these volcanoes and seismically unstable locations. One particular creature is a mutant eel. They live in the hottest water possible, water so hot it would boil anything that comes within its radius.

The average member of this species grows to a length of up to six feet and weigh around 50 pounds. They are obsidian black from the tip of their jaws to the end of their tails and have a pair of tentacle-like appendages just behind the jaw and below the gill. They can use these for both swimming and manipulation.

These creatures have adapted so they are completely immune to any form of heat; in fact, they require heat and fire in order to survive. They are usually only found in the waters around active volcanoes or other seismic disturbances where a lot of heat is produced.

When they are swimming away from their usual haunts, they heat the water around them to the boiling point. This bubble of boiling water spreads out 10’ in every direction from the creature and anything caught within this radius will suffer 5d6 points of thermal damage, as the water cooks them alive. The creatures will then consume anything killed by their heated water.

If someone is foolish enough to try and use a thermal-based weapon on the creature, instead of causing harm, it heals the creature and will give it additional hit points if the creature has not suffered any damage. The amount healed or gained is equal to the amount of damage sustained. Furthermore, for every twenty points of damage this creature sustains, the boiling water radius increases by 10’. So if the creature has been hit by two heat-based attacks and would normally take 43 points of damage, it automatically gains 43 hit points and the boiling water radius is increased to 30’.

Note that the boiling water radius quickly cools once the creature has left. It will return to normal temperatures in only 1d3 rounds after the creature has passed.

Conversely, these creatures are so vulnerable to cold-based attacks; they automatically suffer 4 times the normal damage and must make a saving throw versus death or die instantly.

The only time these creatures will travel away from their hot water homes is when they are hungry, or when they detect powerful heat signatures (typically fire or large thermal blooms). They also have a unique sense which allows them to know what direction and can automatically find the shortest route to other volcanoes. They are able to travel for long distances by causing the water to boil around them, but at the cost of 1 hit point per hour. Sometimes journeys to other volcanoes or seismic hot-spots will end up killing these creatures, sometimes they make the journey and are able to find a new home and renew their genetic pools.

While in the heat of a volcano, they will regenerate 1d3+10 hit points per hour until they reach their maximum hit point total. These natural heat-sources will not give them additional hit points. Only attacks will do so.

Mutations: Energy absorption (heat, modified), immunity to heat-based attacks, unique senses (detect heat), vulnerability (cold)