New Mutant Monday # 33 - Hummer

Chris Van Deelen

No. Enc: 10d10
Alignment:  Neutral
Movement: 90’ (30’)
AC: 1
HD: 1 hp
Attacks: 1
Damage: See description
Save: L1
Morale: 4
Hoard Class: N/A

These little crustaceans have adapted to live both on land and below the surface of the ocean, acting very much like bees and other similar insects, except they pollinate both land-locked and ocean plant-life.

The little creatures swarm together, drifting from flowering plant to flowering plant. They consume any nectar the plants might produce and are coated in pollen. This helps the plants procreate.

As a bonus, these little creatures secrete waste, which is very beneficial to all manner of plants. Once the swarm has fed from and pollinated a plant, the plant enjoys a bonus of five times their normal healing and growth rate. Fruit, seeds and vegetables will grow five times faster and will not lose any benefits they might provide. The natural growth and healing will last for 6d6 days.

Likewise, plants in the ocean will benefit from the waste of these creatures, gaining the same benefits.

They are, like their ancestors, quite tasty and are often hunted to be used as meals. The flesh of the creature does not provide any benefit (unless the consumer is a plant, then the plant will gain the benefits mentioned above). This requires the bodies of twenty of these creatures to gain the benefits.

The creatures have gained their names due to the loud but not unpleasant humming noise they make while flying and hovering. This humming can be used as an attack, if the swarm is threatened. On the first round when the creatures are threatened, they will increase the speed of their wing beats until it becomes a cone attack. The cone starts out at 5 feet wide at the swarm, and it increases width by 5 feet every 10 feet it travels. The cone has a maximum range of 50 feet. The damage is sonic-based and is 1d4 per every 10 members of the swarm. Anyone caught in the cone is allowed a saving throw versus energy for half damage, and then they must make a second saving throw or be deafened for 4d6 turns.

One might think the little creatures are easily harvested. That is not the case. When they are attacked, they will send out a psychic attack. They will use three types of blasts in the following ways - The first round will be a damaging blast, doing 3d6+1 per 10 creatures in the swarm. The second blast will feed upon the creature’s greatest fear, causing it to save versus death or flee for 2d6 turns. If the creature cannot flee, it will slip into a coma for the same number of rounds. The third type of blast will cause those who fail a saving throw versus death to turn upon their companions and attack them as if they were the enemy. This will continue each round until the saving throw succeeds. If there are any enemy left, the creatures will begin again with the damaging attack.

It should be noted the blast will have an effective radius of 25 feet, centered upon the swarm. The creatures possess a hive-mind and will have a collective Will Power of 10 plus 1 per 10 individuals.

If more than 20% of the swarm has been killed, they will be forced to make a moral check. Most of the time they will flee, no matter how many have been killed.

The best way to combat these creatures is to use area effect weapons, as it is difficult to hit individuals in the swarm.

Mutations: Aberrant form (new body parts), complete wing development, confusion, fear generation, mental thrust (modified), metaconcert (modified), shriek (modified)