New Mutant Monday # 79 - Krampians

Chris Van Deelen

No. Enc: 4d4
Alignment: Chaotic
Movement: 120’ (40’)
AC: 5
HD: 4
Attacks: 1 horn, 1 bite, 2 claws or 1 thrown weapon
Damage: 1d8 / 1d4 / 1d6 / 1d6 or 1d6+2
Save: L7
Morale: 6
Hoard Class: VII (coin only), X, XIII

Well before the final wars, well before even most civilization, there had been stories of strange creatures that haunted the European lands. These were supposed to be humanoid creatures covered with fur and horns, with a nasty disposition, and the habit of kidnapping children who would not behave or listen to their parents. This mainly occurred during the winter solstice, which later became the Christian Holiday of Christmas.

Many decades after the end of the final wars, these creatures began to appear in large numbers all over Europe, and even began to show up in North America. They tend to stick to the colder climates, especially in heavy forests, but are never found in hot climes such as the tropics. Those who live away from the arboreal forests are safe from the predations of these creatures.

As a species, they appear to be heavily mutated humanoids, or possibly uplifted creatures of some sort, possibly goats, but no one has been able to determine the origin. They are fairly small, with the largest member of the species being around five feet in height, with the average being about four and a half feet, and weigh about one hundred pounds. Females tend to be about four feet in height. All members of the species have horns and sharp claws on their hands, and they also walk around on their hind legs, which are shaped like that of a goat. The feet have hooves and they have large horns on their heads.

The creatures are quite unfriendly and openly hostile towards anyone who happens to enter what they consider their territory, which encompasses 1 square mile per member in a pack. A huge pack of about sixteen (which seems to be the upper limit for the creatures) means that their territory covers sixteen square miles.

Despite their appearance, they are carnivorous in nature, and shun plant-matter. They will eat the meat of any animal, but prefer the flesh of humans and humanoids, and take a particular delight in the flesh of those who were foolish enough to pass through their territory without first paying a respectable fee (usually treasure, but they will take exotic meats) first.

When engaged in combat, the creatures will only attack with a handful of the pack, typically only 25%. They will use this small group to get a feel of the potential prey or intruder, and while the smaller force will surround and harass the target, the others will watch. If the prey turns out to be tougher than anticipated, they will attack in full. The creatures will surround the prey and use all their natural attacks, and the remaining will stay outside and throw rocks or other projectiles. They are preternaturally accurate with thrown weapons and gain a +2 to hit, even if the target is fully surrounded by their kinfolk.

Treasure – gold, platinum, gems, jewellery is what they like. They do not give a damn about artifacts, and will destroy any that they find, rendering them useless. If someone leaves the equivalent of ten gold pieces per pack member, they will be allowed to pass through their territory unmolested. Giving less… that will typically enrage the pack and lead to an immediate attack.

Although fully capable of sexual intercourse, which they will do frequently and with great gusto, they cannot reproduce. Instead they will haunt the outskirts of communities and look for children to kidnap. The children must be under eight years of age, and the younger the better. This is the only time they will use their control light waves mutation to allow them to sneak into the community under the cover of darkness and steal away the child.

It is taken back to the pack, where it is bitten nearly to death by the pack. This injects the genetic material of the creature into the child and triggers a transformation. The metamorphosis requires 4 days, at which time the child will slip into a coma. They will sprout horns and fur all over their bodies, the leg bones will twist and reform, while the feet become hooves and the hands grow claws.

All memory of their former lives disappear, erased during the transformation and they forget who they were, and believe that they were always part of the pack that kidnapped them. This has led to the creation of the story that bad children will be taken away by them in order to scare them into behaving.

Oddly enough, they do prefer to take children that show disrespect towards their parents or are just naturally bad.

Mutations: Aberrant form (natural weapons), control light waves (modified) fur, genetic doppelganger, night vision, thermal vision