New Mutant Monday #95 - Gremlin

Chris Van Deelen

No. Enc: 1d8
Alignment:  Neutral
Movement: 210’ (70’)
AC: 4
HD: 1
Attacks: 1 bite and one spit.
Damage: 1d4
Save: L2
Morale: 3
Hoard Class: Incidental (never any intact artifacts)

Bizarre mutant creatures that are found mainly in the ruins of ancient cities and towns across the globe, scholars and intellectuals are at odds as to the origin of these creatures. Some believe that they are mutated spiders, while others argue due to their humanoid form, they are in fact just another humanoid mutant.

These creatures are tiny, no more than a foot in length, and have eight spindly limbs – four arms and two legs. The limbs are stick-thin and appear as if they could not support the weight of the creature, but they do.

The body of the creature is naked except for a thick mane of spiky, tough hairs along the back. The creature also possesses a long tail that likewise ends in a tuft of these tough hairs. The hair also is present on the top of the feet and along the arms.

The mouth is large and filled with fangs, and the creature possesses eight eyes, including two larger primary eyes in the center of the head. Like spiders, they are able to cling to any surface and move at incredible speeds, no matter what type of ground they are on. Unlike spiders, they are incapable of spinning webs.

For the most part, these diminutive creatures will always stay away from people. They prefer to remain in the dark, hidden away from prying eyes and are never encountered during the daytime. They are not damaged by sunlight, they are simply nocturnal and are only active when the sun goes down.

They were given the name due to a strange and extremely annoying mutation they all possess. Any technological item that comes within sixty feet of these creatures will automatically begin to take condition damage every turn (not round). The items will automatically make a saving throw versus energy, and if the save fails, the item will lose one condition level. This is not an ability the creatures have any control over, it automatically works whether they want it to or not.

These creatures live off a diet of small insects, birds and animals they are able to catch. They prefer to drain the body fluids from such targets, and then will store the carcasses for later consumption, eating the dried out husks. They do not require such a diet, it is simply what they like to eat.

They are also unintelligent, possessing a natural instinct and cunning but those who have attempted to initiate contact with the creatures discover they are nothing more than animals. Neural Telepathy will give the individual contacting the creatures flashes of images, but otherwise it has been described as listening to white-noise generated by a radio not tuned to a station.

These creatures are hermaphrodites, and are fully capable of acting as both male and female. It almost seems to depend on the individual and the mood they are in, if they will act as either sex. Once impregnated, the creatures will lay a clutch of 2d100 eggs. They will be hidden away in dry, warm underground locations, and hatch after 3 months. Less than 10% of the hatchlings will live to reach adulthood, which takes about a year.

If forced into a confrontation, the creature will bite and spit. The bite is mildly poisonous, being a class 2 poison, but the spit is worse. It is stomach acid and will cause 1d6 points per round for 1d6 rounds. It is not strong enough to damage artifacts however, and anyone fully enclosed in metal or plastic armor (at the ML’s discretion), are immune to the effects.

Mutations: Aberrant form (natural weapons), clinging, toxic weapon.