New Mutant Monday #48 - Mimicker

Chris Van Deelen

No. Enc: 1
Alignment: Neutral
Movement: 90’ (30’)
Armor Class: 6
Hit Dice: 4
Attacks:  4 tentacles or by form (see description)
Damage: 1d6+1 / 1d6+1 / 1d6+1 / 1d6+1 or by form
Save: L 6
Morale: 6
Hoard Class: N/A

The mimic octopus was found mainly throughout Southeast Asia before the end of the final wars. This creature as amazing in its ability to mimic several other fish, allowing it to hunt and avoid being hunted in return.

The toxins and radiation released during the final wars made an already amazing creature even more so, as instead of simply mimicking the physical appearance of a creature, it can become the creature.

That was not the only change to take place, the creatures are also significantly larger than their ancestors, growing to a size of about five feet in the body, with a tentacle length of up to fifteen feet. Each creature weighs in excess of one hundred pounds.

In combat, the creature will gage its opponent and will take on the shape or alter one aspect of its body to increase the odds of survival. When confronting creatures that are able to penetrate its defenses with weapons, it will often take on the shape of a heavily armored sea-going creature. If its own attacks are ineffectual, the creature will take on the shape of another mutant with toxic or poison attacks.

It can retain these forms for only 2d8 rounds before it must revert to its natural form, and then it has to wait 1d4 rounds before it can shapeshift once again. It can use a previous form without having to use something completely new.

When they take the form of a creature, they gain all the benefits of the creature, including hit-dice, attacks, mutations and the like. This can be dangerous though, because if the creature they mimic has more hit-points than their regular form, and they sustain more damage than their regular form can sustain, when they change, it could kill them.

For the most part these creatures are solitary, preferring to live and hunt in seclusion. The creatures will congregate during the summer months, looking for mates. The males and females do engage in actual sex, instead of laying eggs and then having the male fertilize the eggs. The females will lay 1d100 eggs two days after mating, and always do so in rocky or hard to reach locations to give at least some of the offspring a chance to survive. The eggs mature in only three weeks and then hatch and the offspring leave to spread across the ocean.

They are fond of crabs and other similar creatures as a source of food, but will eat anything in a pinch. They have learned however that eating creatures of a similar genotype, AKA cephalopod mollusc’s, they will temporarily gain additional hit-points on a one for one basis. These additional hit-points will last for only 24 hours, so if it’s injured, it better heal fast.

Finally radiation is the bane of these creatures. Anytime they encounter radiation, all saving throws are at a -4, and any damage they sustain is doubled. Radiation will also force these creatures to revert to their natural form. They cannot be further mutated by radiation, instead any genetic change will end up killing them.

Mutations: chameleon epidermis, dietary requirement change (non-drawback, modified), gigantism, shapechange (modified) vulnerability (radiation, drawback)