New Mutant Monday #92 - Wendigo

Chris Van Deelen

No. Enc: 1
Alignment: Chaotic
Movement: 90’ (30’)
AC: 7
HD: 10
Attacks: 2 claws, 1 bite, 1 horn
Damage: 2d6+2 / 2d6+2 / 1d8+2 / 3d6+4
Save: L14
Morale: N/A
Hoard Class: Incidental

These creatures were named after the Indian mythology of a man-eating monster that haunted the forests of the great white North. In the original tales, it is said that this creature is created when a human turns to cannibalism in order to survive and become a monster that will always crave for human flesh.

These creatures are in fact created by a virus, a derivative of the virus that causes the Walking Dead, and only works on animals. Anyone bitten by one of these creatures is effectively immune to the virus itself, but can still be killed and consumed by the monster.

The virus kills any animal it infects, and then 1d4 days after death, the creature reanimates. It takes the virus this long to fully integrate into the creature’s cellular structure and begin a metamorphosis, physically changing the creature to better suit its needs.

The forelimbs become exaggeratedly long, usually longer than the creature’s original length. It is now capable of walking on its hind-legs, and bones are re-arranged and horns or multi-pronged antlers sprout from the skull, even if the creature never had such before.  No matter what sort of food the creature consumed during life, it is now a pure meat-eater, and the teeth twist and change to reflect this new diet. Also the creature grows larger, typically being about eight feet in height when standing erect. Only humanoid-sized animals or larger will be infected, creatures that are smaller will simply die from the virus.

Finally the creatures are horrifying to look at – they look like decaying road-kill and have a powerful stench of decay about them. This can be detected up to 500 feet away, and anyone within 30 feet of the creature must make a saving throw versus death or become nauseated, suffering a -2 to hit and +2 to their AC. This will remain in effect as long as the victim is in the 30 radius, and once they leave that radius, the effects will wear off in 1d4 rounds. Those with the mutation increased senses (smell), are affected 60 feet out and suffer a -4 to the saving throw, and otherwise the effects remain the same.

When the monster encounters prey, it will attack without fear or hesitation. It will look to kill and then eat any non-animal, and only wound any animals it encounters. Once at least one of the targets has been killed, and any animals have been infected, the creature will then grab the dead and flee at its maximum speed to consume its meal in privacy. In order to ensure that it can escape, it will let out a blood-curdling howl. This has an area of effect equal to sixty feet, centered on the beast itself. Anyone who is in the area of effect must make a saving throw versus death or be overcome by fear and forced to flee for 4d6 rounds at their maximum speed. Anyone with the increased senses (hearing) mutation suffer a -4 to the save, but the duration remains the same.

Also these creatures are able to regenerate damage they have sustained at the rate of 1d4 points per round. The only type of damage they cannot regenerate from is fire or acid. If the creature is reduced to zero hit-points, it is permanently dead. Also they are immune to stun, paralysis, poison, radiation, and disease. It is also not affected by the mutation vampiric field. Being mindless, most mental mutations such as neural thrust will likewise fail to work on the creatures.

Mutations: Aberrant form (natural weapons), dietary requirement change (meat), regenerative capability (modified), shriek (modified), toxic weapon