New Mutant Monday # 43 - Crabdillos

Chris Van Deelen

No. Enc: 1d6
Alignment:  Neutral
Movement: 120’ (40’)
AC: 0
HD: 12
Attacks: 2 claws, 1 bite
Damage: 1d8 / 1d8 / 1d6
Save: L20
Morale: 4
Hoard Class: N/A

As is the case with many of the mutant creatures that exist in the wastes, scholars are almost positive these strange mutants are the result of genetic tinkering. How would nature, even twisted by toxins and radiation come up with such a bizarre hybrid?

The average member of this totally messed up species averages 42 inches in length, and weighs around 70 pounds. They are found only on the coastline, and are never more than a mile from water, as they require it for survival.

Although quite crustaceans in appearance, they are still mammalian, although they have adapted to life in along the shore. Their lungs have evolved to the point they can breathe both water and air and still survive.

The females are impregnated in the water and at that point they must stay there until the young are born. The gestation period for the creatures is 4 months, and the female gives birth to 1d3 young. They are capable of swimming and breathing water from the moment they leave their mothers.

Like crabs, they are scavengers, living off whatever they are able to find washed up on or near the shore. They are not picky about what they eat, as long as it is dead – they will never try to consume anything still currently drawing a breath.

The creatures are more likely to run from combat than to engage, although if they are forced to fight, those engaging them find the creatures surprisingly hearty and difficult to kill, due to their thick armored hides.

If incapable of retreating, the creatures will use two pincers and a nasty bite to discourage foes from attacking. If a foe is too difficult to handle, they will roll up into a nearly indestructible ball and wait for a foe to leave, hopefully after being frustrated at their inability to get to the juicy tender bits.

Those attacking with anything except for energy, mental mutations and toxins will discover their attacks have little to no effect on these creatures. They have a damage reduction of 20 against all other types of attacks. Yes, it is difficult to hurt them but it can be done.

Mutations: Aberrant form (chimera, natural weapons, new body parts), natural armor (modified)