New Mutant Monday # 76 - Shargull

Chris Van Deelen

No. Enc: 6d8
Alignment: Neutral
Movement: 150’ (50’) Flying
                     30’ (10’) ground
Armor Class: 4
Hit Dice: 1d4
Attacks:  1 bite
Damage: 1d3
Save: 1
Morale: 4
Hoard Class: N/A

There is an old saying from well before the end of the final wars… just because you can, doesn’t mean you should. This is a prime example of just that saying. Before and during the final wars there was a small group of genegineers who loved to create Chimera’s - the stranger the chimera, the better.  It is not known where these genetic engineering nutballs worked from, but for decades after the final wars ended, new species of bizarre hybrids began to show up everywhere across the global wastelands.

One of the species was that of a cross between a shark and a seagull. Seagulls were typically an annoyance for centuries, and were found almost everywhere across the globe. Now these strange chimera’s were spreading like wild-fire and breeding like there was no tomorrow. The creatures still retain the overall size of the average gull, typically about eighteen inches from tail-feathers to tip of their snout, and weigh about seven pounds. They still fly in large flocks, but unlike in the past where they would only be an annoyance, these creatures will attack en mass, and can tear apart a Brute in a matter of minutes, leaving behind nothing more than picked-clean bones.   The best way to deal with the creatures are any weapons or attacks that have an area effect, and the size of the flock is 5 feet per 10 individuals.

In combat, the creatures will swoop in and bite, and even though the individual bite does not cause too much damage, when you get many biting at once, the term Nickle and dime to death takes on a whole new meaning. For every 4 creatures in a swarm, they will attack with one single attack. This does 4d3 points of damage, and they tear off so much flesh that the victim will suffer 1d2 points of Strength and Dexterity loss due to the damage. Unless the victim has access to regenerative drugs, items or the mutation, this damage takes a lot longer to heal. The victim will regain 1d6 points back per week. Any drugs or items that regenerate will heal the statistic damage instantly, or in the case of the regeneration mutation, 1d6 points every 12 hours.

The creatures have a strange method of breeding as well. They mate, just like their avian ancestors did, but are not subject to a specific time of year. They will often mate after eating. The females then deposit egg-sacks, filled with 1d12 eggs in any body of water, then fly off, never thinking of the offspring again.

It takes 4d6 days for the eggs to develop and hatch, and the offspring look like miniature sharks, but have feathers. They are water-breathers and must stay submerged for 1 month as they mature, grow their wings and legs. At this time they will leave the water and take flight, forming a pack.

Mutations: Aberrant form (chimera, natural weapons)