d-Infinity

View Original

New Mutant Monday # 84 - Weather Wardens

weather-warden.png

Animals were not the only life-form that was affected by the introduction of the Uplift virus. Plants were also changed. One particular plant was the common kelp plant, found along the shoreline of North America.

This particular species of kelp mutated to the point that it gained true sentience and discovered that it could use a limited form of metamorph, allowing it to take on the shape of humanoids and other creatures.

Physically the creature looks like a patch of kelp, floating lazily in the currents, the fronds waving and catching minute creatures to consume and gaining energy from the sun’s rays that penetrate the depths.

Anyone looking closely will see that many of the fronds have small black orbs located near the tips. They look like little marbles or possibly tiny obsidian snails, but are in fact the creatures eyes.

The plant is not stuck in one location, but can take any shape it desires and uproot itself from the ocean floor. Any shape it takes will gain the shapes natural attacks, but will not gain any mutations or mental abilities. Also any shape it takes will easily be distinguished from the original species due to the fact that it is clearly made out of kelp fronds.

The creatures have created a society that is based loosely upon ancient nobility and royalty, with the most intelligent members of the species being the royalty and nobles, with the rest the commoners.

These plant-creatures build communities just off the shoreline, using rock and natural water-resistant materials to create buildings and homes. They even use the wrecks of ships and other structures that are able to resist the eventual corrosion of the salt-water. The largest capital, where the current king and queen reside, is located about two miles from the shores of the ancient ruins of Anchorage Alaska. There are dozens of other smaller communities up and down the coastline, going as far south as Seattle Washington, and some have been built along the Bering strait and colonies have been set up along the former Russian coast.

They are perfectly willing to trade with land-dwellers, offering up the bounty of the ocean to those who have trade-goods these creatures may want. They are also capable of travelling on land, but loath to do so, as they need to be kept moist at all times. If they are on dry land and do not have access to water, they will take 3d6 points of damage per hour as they dry up. Even fresh water is enough to keep them hale and whole, and any damage they have sustained due to drying out will be healed at a rate of 1d3+4 points per day.

These creatures have several options open to them during combat. They can use 1d4 fronds, which have wickedly sharp edges during combat. They can also use 1d6 fronds to attempt to grapple a target. Each frond is treated as a separate attack, and they can wrap around a target and not only squeeze, but cause tiny thorns to sprout, which will penetrate the flesh and begin to drain the blood and other fluids. The creature has  Strength of 10 and for each frond that successfully wraps itself around a target, the Strength goes up by 2 points. To escape the fronds it requires Strength versus Strength check.

Each round the fronds are attacked, each one will inflict 1d3 points of squeezing damage and drain 1 point of blood, which the creature can use to heal any damage it has sustained. It cannot go past its starting hit point total using this method.

They can also use melee and artifact weapons, and will do so if such are available. It is very rare, but the creatures can likewise use armor, but sometimes it proves to be too difficult to use or maintain in the water. Still it is not unheard of.

These creatures have two methods of reproduction. First is that every year they will produce 3d20 seeds, which they will plant in the ocean floor in their communities. They also tend to release 1d12 seeds into the ocean currents and allow the currents to carry them away. Sometimes these seeds will find a place to burrow and germinate, most of the time they don’t. These create wild versions of these creatures, which will eventually be discovered or find one another and set up their own communities and colonies. It takes 14 months for these creatures to grow to adulthood and until this point, they are incapable of moving from wherever they took root, and this makes them vulnerable.

The other method is that once they have killed a target through fluid drain, the fronds will go to root in the body of the target and merge with the flesh. Then begins a transformation that takes six months, converting all the flesh and bone into plant-matter. The creature will absorb the brain, taking the memories and personality of the victim at the same time. The creature will likewise be imbued with the targets mental mutations (if any). They will be the same in every aspect except for physical mutations and they will no longer have any loyalty towards former friends, companions and family. They will only possess loyalty to their new race and the royalty.

Mutations: Aberrant form (natural weapons), metamorph (modified)

No. Enc: 2d6
Alignment: Lawful
Movement: 60’ (20’) Land
                     210’ (70’) Swimming
AC: 5
HD: 7
Attacks: See description
Damage: See description
Save: L7
Morale: 8
Hoard Class: I, II, IV, VIII, XIV, 50% chance of 2 melee weapons, 20% of water-resistant armor, 25% chance of 1 water-resistant artifact weapon.

No. Enc: 1
Alignment:  Chaotic
Movement: 90’ (30’) Psionic flight
AC: 6
HD: 6-24
Attacks: Special, see description
Damage: by mutation – see description
Save: L6-20
Morale: 11
Hoard Class: XVII

Heway
Large monstrosity, neutral evil
______________________________________________
Armor Class 12 (natural armor)
Hit Points 30 (4d10 + 8)
Speed 30 ft., Swim 30 ft.
______________________________________________
STR                DEX               CON               INT                 WIS                CHA
17 (+3)            13 (+1)          14 (+2)           5 (−3)             12 (+1)           4 (−3)
______________________________________________
Skills Perception 12, Stealth 13
Senses blindsight 10 ft., passive Perception 13
Languages
Challenge 2 (XP 450)
______________________________________________
Contamination. A Heway's venom is powerful and persistent enough that if it dwells in or its dead body is dumped into a water source it will contaminate it, causing anyone who drinks the tainted water to suffer as much as 2d10 points of damage (DC 12 Constitution saving throw for half damage). Water flowing out of a contaminated area will become progressively less toxic the further it travels, causing as little as 2d8 to 1d4 damage and eventually none whatsoever (with a DC 12 Constitution saving throw to avoid damage altogether against these more dilute amounts of poison).
 
Actions
Squirt Venom. Ranged Weapon Attack: +3 to hit, range 20/—, one target. Hit: 11 (2d10) poison damage on a failed DC 12 Constitution saving throw, or half as much damage on a successful one.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage. 

No. Enc: 1d3
Alignment:  Neutral
Movement: 90' (30')
150’ (50’) Swim
AC: 1
HD: 12
Attacks: 1 (sonic scream) or 3 (bite, claw, claw)
Damage: 9d6 or 1d6+2 / 2d6+2 / 2d6+2
Save: L8
Morale: 8
Hoard Class: IV, VIII, XVI

Caracal
Medium beast, unaligned
______________________________________________
Armor Class 15
Hit Points 18 (4d6 + 4)
Speed 40 ft.
______________________________________________
STR                DEX               CON               INT                 WIS                CHA
13 (+1)            19 (+5)          13 (+1)           3 (−4)             12 (+1)            10 (+0)
______________________________________________
Skills Perception +3, Stealth +7
Senses passive Perception 13
Languages
Challenge 1/2 (100 XP)
______________________________________________
Keen Smell. A caracal has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If a caracal moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 11 Strength saving throw or be knocked prone. If the target is prone, the caracal can make one bite attack against it as a bonus action.
Running Leap. With a 10-foot running start, a caracal can long jump up to 20 feet.
 
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d2 + 1) slashing damage. 

No. Enc: 1d4
Alignment:  Neutral
Movement: 120’ (40’)
AC: 7
HD: 6
Attacks: 1 bite or ram both at a +1 to hit
Damage: 1d8+3d6+12 / 3d6+3d6+18 and possible knockdown.
Save: L1
Morale: 4
Hoard Class: None

No. Enc: 1d2
Alignment:  Neutral
Movement: 150’ (50’)
AC: 1
HD: 24
Attacks: 3 (bite, claw, claw) or 3 (horn gore, claw , claw) or 1 (jump)
Damage:  1d12+4 / 3d10+4 / 3d10+4 or 2d12+4 / 3d10+4 / 3d10+4 or 5d10+4
Save: L20
Morale: 8
Hoard Class: XVI

No. Enc: 1
Alignment:  Neutral
Movement: 90’ (30’)
AC: 4
HD: 16
Attacks: 1 horn strike or by weapon
Damage: see description or by weapon
Save: L16
Morale: 8
Hoard Class: V, VI, VII, XIV (artifacts only, 75%)

No. Enc: 6d10
Alignment:  Neutral
Movement: 60’ (20’)
AC: by armor
HD: 6
Attacks: by weapon
Damage: by weapon
Save: L10
Morale: 5
Hoard Class: Always 1 suit of artifact armor, 1d4 artifact weapons, VII (80% per coin category), VIII (x3, 75%) XXII