New Mutant Monday # 53 - Yeoseong Seubji

Chris Van Deelen

No. Enc: 1d4
Alignment:  Chaotic
Movement: 90’ (30’)
AC: 6
HD: 10
Attacks: 1d6 pseudo-pods or by weapon
Damage: 1d6 and special (see below) by weapon
Save: L14
Morale: 8
Hoard Class: VII (80% gold), VIII (85%), XII, XIV (65%), XVI (80% artifacts)

It is said these creatures originated in the united Korea’s about fifty years after the end of the final wars. As is always the case, no one knows for certain where they came from, if they were genetically engineered, if they are the result of the roll of the dice when it comes to mutagens or toxins, and the speculation will probably continue for centuries to come.

The one aspect of these creatures that everyone can agree on is that they are some sort of ooze or slime, which through pure chance or design, has managed to achieve human-like intellect. This has led to even more speculation that the creature is just another organism that has been affected by the uplift virus.

In their natural form, the ooze looks like a pile of gelatinous goo, festooned with numerous tentacles and eye-like growths, with a large gap used for consuming food, although it can do so easily enough by simply engulfing prey and allowing the acid to melt it away. Most of the time the creatures use a form of shape-shift, taking on the appearance of females, usually very attractive and lithe in form. Even in this shape, the inhumanness of the creatures is apparent as the bodies are slick with moisture and slightly translucent.  

Despite their intellect, these creatures are in fact predators. They use their intelligence as well as their ability to read the minds of those they encounter to lure them in as sources of food, although when they are sated, they are willing to speak, although the voices they use sound as if someone is speaking underwater.

In combat, the creatures start out as a clear white, but this changes as they inflict damage and absorb blood and flesh into their bodies. Each round the ooze takes on a red tint until they have absorbed 40 points of blood or have gained 5 hit dice, at which point they become deep crimson. They attack with 1d6 pseudo-pods each round. These pods will inflict 1d6 points of damage and on the second round, each pod is allowed a grapple check (with the creature having a strength of 14). If the grapple succeeds, the pods will alternately inject an acid to break down the body of the target, and suck out blood. The acid inflicts 1d4 points of damage as it breaks down the body. The acid only lasts for a single round. Every odd round each tentacle will suck blood from the body of the victim, causing 1d4 points of damage, which will go to heal any damage it may have sustained, or add to its total current hit-points. Also, the victim must make a saving throw versus death or lose 1 point of Constitution. This likewise will be absorbed by this monster, giving it an additional hit-dice.

The creature can likewise engulf a victim that is humanoid sized or smaller. This requires a successful grapple attack. Each round a victim is engulfed; the victim will suffer 1d4 acid damage, 1d4 blood loss and must save versus death or lose one point of Constitution. Note that the Constitution loss will be regained at the victim’s natural healing rate per day.

Once the creature has absorbed 10 points of Constitution, it will split into new ooze, each having ten hit-dice. The offspring will have the same memories as the parent, but will over time develop its own personality and quirks. It has been discovered that these creatures are a font of knowledge and wisdom, which many will actively seek out for advice, despite the danger these monsters represent. If the creatures are sated, they can be dealt with, so often those who would speak to them will bring animals or other ‘offerings’ to keep the creatures contented. The most common topic these creatures are approached about are artifacts, as they have a 75% chance of knowing outright what an artifact is and how to use it.

They make their homes anywhere water is present, as they need moisture to remain healthy. This can be along the shores, a river or even a lake or other such source of water. For every 24 hours they are away from water, they will begin to dry up and lose 1 hit dice. As long as they can find a source of water, they will be able to regain 1d3 hit dice per 24 hours. It should be noted that they are very susceptible to thermal-based weapons and automatically suffer triple damage and any saves are made with a -4 penalty.

Although they do prefer to be offered food (and they will take intelligent creatures over animals any time, which makes them particularly dangerous to deal with), they do accumulate treasure and artifacts, which they will store in their lairs. Often they will use artifact weapons they have in their possession if a foe seems particularly difficult to handle, but they prefer to use their natural weapons. Years of dealing with outsiders and those they consider to be food make older creatures quite wealthy and as such are often singled out for extermination simply because of the wealth they have accumulated.

This can be very dangerous though, and should only be attempted by those who are prepared for a fight.

Mutations: Intellectual affinity (tinkering, modified) ,neural telepathy, shapeshift (modified), toxic weapon