New Mutant Monday #90 - Camerus

Chris Van Deelen

 No. Enc: 2d20
Alignment:  Neutral
Movement: 30’ (10’) Land
                    150’ (50’) Water
AC: 6 (3 in the water)
HD: 4
Attacks: 1 tongue or 1 horn strike
Damage: 1d8+3 or 2d8+6.
Save: L4
Morale: 7
Hoard Class: Incidental

In a world of strange chimera’s, this one is right at home. The chimerians, the individual or the group of genegineers that take pride at combining the genetic code of two animals to create a new species never seem to run out of ideas.

This particular creature is the cross between a walrus and a chameleon. It has the flesh of a chameleon, as well as the eyes and the triple horns on its head, but has the body and fins of a walrus. They are also considerably smaller than the typical walrus, barely being a quarter of the size, but they are still quite formidable.

They are most at home in the water, and prefer the somewhat cooler temperatures of the temperate coastline to the warmer waters found south, or the arctic water to the north. They still have the same dietary requirement as the walrus, preferring to consume fish.

This is how they differ significantly from the walrus – they may enjoy a diet of fish, but they can often feed themselves while sunning on the shore. They use their long, sticky tongues to fish, and are able to catch prey up to 100 feet from their location. They can and also use this to catch larger insects that might be noticed, a layover from their lizard genetics.

Although cumbersome on land, they are not as slow as the walrus, but come damn close to being so. In the water they are shockingly fast and agile, which makes them a dangerous foe to contend with.

Out of the water, they can be found basking on rocks, clinging to the sides of cliffs or even larger trees. The flippers have the same sticky pads that their reptilian counterparts possess and use them all the time. Often they will also go un-noticed due to the chameleon properties of their scaled flesh, blending into the background As a result, the creatures gain surprise on a 1-2 on a d6 roll.

For the most part, they are content to lay in the sun, basking in the rays and lazily fishing for food, be it fish, crustaceans, or insect. They are more content to let the world go by around them, and are not concerned with the comings and goings of others, unless they are threatened. When on land they will shoot their tongues out, often opting out of using the sticky end and treating it like a projectile. If the foe proves to be too difficult, they will retreat to the water and try to escape, or if the foe decides to follow, they will swarm and attack it, causing terrifying damage and often kill the target before he knows what hit him.

Those struck by the tongue must make a saving throw versus stun or be stunned for 1d6 rounds, and the creature can likewise use it to grab objects, such as weapons, from the hands of a foe. This requires a ranged attack with a -4 to hit. If the strike is successful, the creature can pull the weapon out of the foe’s hand. This requires a grapple check, with the creature having Strength of 14.

The creatures will mate once a year, typically during the fall and the females will lay clutches of 1d8 eggs, which already possess the chameleon epidermis mutation, and they blend in perfectly with the surroundings. The females can smell the eggs, as can others of their speices, and they will always protect one another’s nests from intruders and predators. The eggs require four months to mature and hatch, and the young creatures require another year to become full adults.

Mutations: Aberrant form (natural weapons, chimera), chameleon epidermis, gigantism