New Mutant Monday # 39 - Proteus

Chris Van Deelen

No. Enc: 1
Alignment:  Chaotic
Movement: 90’ (30’)
AC: 6
HD: 12
Attacks:  2 bites, 4 claws
Damage: 2d4+4 / 2d4+4 / 2d6+4 / 2d6+4 / 2d6+4 / 2d6+4
Save: L6
Morale: 11
Hoard Class: Incidental.

This was one thought to have been a very rare genetic disorder found in humans. Before the final war ended, maybe 200 people across the globe suffered from it. Most of the time they were from isolated groups or found where technology and modern medical care was not readily available, which during this era was very remote.

After the final wars, it made a resurgence, and for some unknown reason became very common among vermin. These creatures, suffering from Proteus syndrome, were horribly mutated and often never resembled their ancestors. They were often outcasts, driven from their parents and left to die.

Shockingly, many survived and some were mutated further, becoming deadly predators in their own right.

Each creature has a vague resemblance to what it’s ancestors were typically rats, mice or similar rodents. That is where the similarity ends. The creatures 1-4 massively misshapen limbs, jutting jaws filled with jagged teeth, and huge, raptor-like talons. The bodies are covered with huge tumor-like growths, but these are not cancerous.

Very little intelligence can be found in the creatures. They hunt because they are almost always hungry and need large quantities of food to sustain their grotesquely deformed bodies. As such, they are almost constantly on the move, hunting. The remainder of the time they will be resting and conserving their energy or digesting their latest meals.

In combat, the creatures will use light control to hide their bodies, and then mental phantasm mutation to create what appears to be a helpless baby or creature, something to lure potential prey into striking range.  Once a target comes within range, the creature will strike with blinding speed, hitting with both limbs and a terrible bite attack.

During combat, those striking at the creature will discover that blunt weapons have little to no effect on the creature (they are immune to impact-based damage). Likewise poison and toxic weapons do not affect the creature. Instead of harming the creature, the poison or toxin is absorbed and re-directed to a blister on the surface. The creature can then burst the blister as a ranged attack. The range for the attack is 20 feet and the damage is based upon the toxic weapon it was hit with. They can use this in 1d3 rounds after being hit with a poison or toxic-based attack.

They are always found alone, and even though they come in both male and female sexes, it is not known how they reproduce. They could be just one of many genetic mutations that occasionally appear in the wild and survive long enough to become a threat.

Mutations Aberrant form (natural weapons), bizarre appearance, control light waves, immunity to toxic weapons / poison, mental phantasm, quickness.