New Mutant Monday # 44 - Spine Wolves

Chris Van Deelen

No. Enc: 3d4
Alignment: Chaotic
Movement: 150’ (50’)
Armor Class: 4
Hit Dice: 6
Attacks: 3 (bite, claw, claw), or spine
Damage: 1d8 / 1d6 / 1d6 / or 1d6 (see description.)
Save: L6
Morale: 7
Hoard Class: None

Not all creatures affected by radiation and other toxins were so lucky as to appear relatively unchanged from their ancestors. These mutated wolves are slightly larger than their ancestors and always have a sickly, unclean appearance to them. The fur is ragged and patchy, the exposed flesh appears scaberous and unhealthy. The have a series of backward-pointing spines along their backs and sides, which they can use both defensively and offensively.

When engaged in combat, the creatures bite and claw, but they can also attack with the spines at range, up to 120 feet. The creature can only use this attack once per round and it has to be The attack is considered a ranged attack, and if it strikes the spine will inflict 1d6 points of damage. Then the target must make a saving throw versus poison or lose 1d4 points of Strength. Each successive attack with the spines will require an additional saving throw for each hit and each time the saving throw fails, the victim will continue to lose 1d4 points of strength. If a target’s Strength is reduced to 0, they are helpless and incapable of any action. If they have any mental mutations, they are still able to use those. Lost strength returns at the victim’s natural healing rate per day.

If anything attacks the creature in unarmed combat, they will automatically suffer 1d6 damage from the spines and must make a saving throw versus the toxin or lose Strength. The creature can opt to ram a target, which will only inflict 1d6 damage, but will force the target to make a saving throw versus poison. It should be noted the creature has a total of 3d6 of these spines to throw, and they are replenished at a rate of 1d3 per day.

The creatures are quite hostile and hunt in packs, going after weak prey to bring down. They are also fairly cowardly and if two or more members of the pack are killed, they must make a moral check. For each additional member killed over 2, the check is at a -1 penalty.

They also have an amazing appetite and can consume creatures up to twice their size, and due to their incredibly fast metabolism, they are almost always hungry and on the prowl. A pack can reduce a defenseless village to nothing more than picked-clean bones in a matter of an hour or two.

As long as they have eaten, they will gain the mutation quick for 1 hour. This requires the creatures to have consumed at least 30 hit-points worth of flesh (typically 6 Hit Dice on the average).

Like most wolves, these creatures live in a pack with an alpha male. There is no alpha female, as he mates with all the females in the pack. At least once a year the young males will challenge him to a fight, and if he loses, he is killed and eaten and the winner becomes the new alpha. Each female has a gestation period of two months plus 2d6 days. The female gives birth to 1d4 pups, which require 6 months to mature. As soon as there are more than ten young adult pups, the strongest of the pups will leave, taking the rest with them to start a new pack.       

Mutations: Aberrant form, bizarre appearance, quick, spines, toxic weapon

 

Art used without permission.
http://www.deviantart.com/art/S-T-A-L-K-E-R-wolf-mutant-273734817