Mutation caused a great deal of deformities among those it touched. Twisted bodies, twisted limbs, twisted minds, but it also tended to bless (or curse) some with additional body parts. It is not uncommon to see creatures with six or more limbs, multiple heads and the like.
One particular breed of creature was the Komodo Dragon, originally found only in the Indonesian islands. Thought extinct due to the final wars, a strange mutated version of this beast began to appear gradually throughout Southeast Asia and has recently been discovered along the Pacific Northwest of the former United States and Canada.
As dangerous as these creatures were before they mutated, they have become far worse over the years following the end of the world.
Physically, they are a little larger than their un-mutated ancestors, and still possess the deadly bacterium which makes a bite from these monsters so dangerous. The major difference is they possess two heads, and each comes with a frill of sharp needle-like horns.
When engaging in combat, the creatures will attempt to bite. Each successful bite will cause the victim to make a saving throw versus poison or contract the deadly flesh-eating bacteria. The only beneficial side to this is once the saving throw has succeeded, the victim is thereby immune to the effects of the bacteria.
They can also use the frills in combat, forgoing a bite to slash with their heads. The frills are incredibly sharp and can penetrate nearly all manner of armor, treating the victim’s armor class as if it was 2 points worse. No matter what kind of attack, be it bite or frill, they can also make a pair of nasty claw attacks. The claws do not have any special properties, other than inflicting ugly wounds.
The bacteria is a mutated version of the flesh eating disease (page 48 of the core book).
Save Modifier: -3
Infection Duration: 2 weeks
Affected Stats: Con -2, Str -2, Cha -2
Damage per Day: 2d6+6 and an additional 1d3 Constitution and 1d3 Str loss.
The disease can be cured by most modern medical drugs. If any statistic is reduced to zero, the victim is killed by the disease and in 1d4 hours the body is reduced to a slurry of black, fowl-smelling goop, which anyone touching will have to make a saving throw versus poison or become infected with the same disease. This remains effective for 2d12 hours before the bacteria dies and the remains rot away to nothing. Any statistic loss will be regained at the victim’s natural healing rate per day (the victim chooses which stats are healed)
The creatures are content in simply biting and allowing the prey to escape, as long as the bacteria has managed to gain a foothold on the victim. As the victim rots from the disease, the creature will follow, able to track the victim by the scent of decaying flesh. They do not like to eat prey live, and prefer to have the bacterial infection reduce the prey to easily consumed and digested slurry of rotted flesh.
It’s a good thing for these creatures that they do not have to eat more than once a month, as it can take several days or longer for the bacteria to kill a victim, depending on how strong and healthy they were before the bacteria set it.
If the creature has not been able to infect a victim with the disease, they can easily live off carrion, although they do prefer to eat those they have infected.
The creatures are also evil-tempered and often will attack and bite victims just for the sadistic pleasure of infecting them with the disease, even if they don’t require sustenance. This makes them both feared and hated, and as such villages will often pay a bounty to kill the creature when they are discovered.
Lastly, these creatures can be found hunting and killing year round. They are immune to the effects of heat and cold, including attacks based on both types.
Mutations: Aberrant form (multiple body parts, natural weapons), immunity (cold and thermal) toxic weapon.
No. Enc: 1
Movement: 90’ (30’)
Attacks: 2 bites or one horn slash, and 2 claws
Damage: 2d6 / 2d6 and bacteria, 3d3 and 1d8 / 1d8
Hoard Class: N/A