New Mutant Monday # 78 - Lagromea

Chris Van Deelen

No. Enc: 1
Alignment:  Neutral
Movement: 90’ (30’)
AC: 3
HD: 1-20
Attacks: See below
Damage: See below
Save: L1-20
Morale: 11
Hoard Class: Incidental

Centuries before the end of the final wars protestors were always trying to find ways to end the slaughter of cattle and other animals, to end their suffering and being raised only for food. Scientists came up with a way to simply grow vast amounts of meat in vats and through genetic manipulation, could easily alter the consistency, taste and texture of any type of meat. You want Ribeye? You got it. You want AAA steak, no problem! Salami, pepperoni, pork-chops? Easy as can be.

Initially it was damn expensive to create and labs and equipment required to produce this type of meat, but eventually it became so common-place that many ranchers and the big slaughter-houses were forced out of business.

Even though this ‘meat’ was technically alive, it was grown, cut up and mixed, and finally sent to stores for sale. Of course once the final wars began and all the radiation and toxins were released into the environment, the stuff out of a B-rate movie lover’s worst nightmare was born.

This vat-grown meat mutated.

It did not achieve intelligence, but it did acquire the ability to shape-shift to a limited degree. This allowed the creature to grow pseudo-pod limbs for mobility and for striking and grappling.

The creature is always on the move, looking for other creatures to consume and add to its own genetic makeup. After a creature has been consumed, the main body can then transform its own mass into that of the creature it consumed, gaining the abilities it possessed (physical attacks, physical mutations and so forth, but no mental mutations).

The number of attacks the creature gains is based entirely upon its hit dice. When it engages in combat, the creature will use half of its attacks to injure and ‘taste’ its opponent, and the other half to grapple and try to pull the target into its mass, where it will then excrete acid and break the target down into its component molecular structure and absorb it. For grappling purposes, the creature has a Strength equal to twice its hit-dice. So a small blob with only 4 hit dice will have the Strength equivalent of 8. This is further modified by the pseudo-pods it uses in combat. For each pseudopod that successfully hits in combat, the creature’s effective strength goes up by +1.

Every round that the creature successfully grapples a target, it will drain 1d6 points of Constitution as it absorbs the target into its own mass. Once the Constitution has reached zero, the target has been fully absorbed and is forever dead. If the monster is destroyed before this happens, the target will be able to ‘reform’ – gaining 1d3 points of Constitution back per hour until it is made whole.

Once the mass has absorbed enough Constitution to hit 20 hit-dice, it will grow small nodules that will take 1d12 hours to develop (1 per point of Constitution absorbed over 20, so if it absorbed 8 points of Constitution, 8 nodules will sprout). Once fully developed, the nodules will drop off from the main body and go out hunting to increase their own size and start the cycle all over again.

It is always easy to detect the presence of this creature, as it has a powerful stench of rotting meat. This area of effect radiates up to 100 feet from the creature and anyone entering the area of effect must make a saving throw versus poison or suffer a -2 to hit, -2 to Strength and Dexterity, as well as a +2 to AC. The effects will disappear as soon as the target leaves the area of effect.

Also, attacking the creature with any natural weapon will cause the attacker to suffer 1d6 points of acid damage, as the body of the monster is covered with a slick of digestive fluids, which leave unpleasant burns.

The creature can sense the presence of blood and flesh in any direction, including underground, up to a mile away and it will home in on it, eager to taste the new genetic material and incorporate it into its body.

Consult the following chart for the number of attacks and damage inflicted.

Hit Dice

Pseudo-pods

Pod damage

Other Attacks

1-4

2

1d3

1

5-8

3

1d4

2

9-12

4

1d8

3

13-16

5

1d12

4

17-20

6

3d6

5

 

Each time the creature is encountered, it will grow a number of natural weapons to use in attacking targets. Roll on the following chart for each additional natural attack type and damage it inflicts.

Roll

Natural Weapon

Damage

1

Bite

1d6

2

Claw

1d4

3

Horn / Antler

1d8

4

Talon

2d3

5

Tentacle

1d6

6

Tail

1d4

7

Fist / Bash

1d3

8

Spike / Barb

1d6

Mutations: Aberrant form (natural weapons), fragrance development (modified) toxic weapon, unique sense