New Mutant Monday Series Two #101 - Sleipnir

Chris Van Deelen

No. Enc: 1d6
Alignment:  Neutral
Movement: 120’ (40’)
AC: 7
HD: 14
Attacks: 1 ram, 1 bite, 4 hooves
Damage: 3d8+10, 2d4+5, 2d6+10 per hoof
Save: L14
Morale: 11
Hoard Class: Incidental

Guided by Norse Mythology, the insane faction of post-apocalyptic scientists and genetic engineers known as the Chimerians set out to create the eight-legged horse mentioned in the Norse legends.

Combining a tiny fraction of arachnid genetic material, they were able to take the Clydesdale horse and turn it into a powerful, multi-legged monstrosity with a taste for both oats and blood.

The average specimen stands at six feet at the shoulder and is about ten feet in length, and each weighs in excess of two thousand pounds. They have eight legs arranged on either side of the body, in the same manner as an arachnid, but otherwise have the overall build and appearance of the powerful work-horses they are descendent from.

On average, they are no smarter than their ancestors, although they do tend to be a little more aggressive and harder to handle, but despite this these creatures are sought after as draft and war mounts in the former British Isles, as well as much of coastal Europe. A few have made it across the Atlantic and can be found in the wastelands of the Eastern USA.

For the most part, they are content on consuming plant matter, and are especially fond of oats and other grains, but due to their nature, they also require blood. Many farmers, ranchers and the like keep stocks of blood from the animals they butcher just to feed these beasts, which they need a pint a day in order to stay strong and healthy. For each day they do not receive this blood, they must save versus death or lose 1 hit dice, and must make a moral check or be forced to bite the nearest creature in order to drink.

If this should happen, or if they are forced to fight, they are able to hit with powerful kicks, and will of course bite their foes. They can attack up to four times per round with their legs and the bite is doubly dangerous as it injects a mild toxin, which will paralyze the target for 2d8 rounds, allowing the beast to drink its fill. The beast will drink up to 10 hit points of blood and once it has taken its fill, then it will leave the target alone – unless it’s really angry at the target, or if the target has injured it in any way.

In combat they are fearless and more than happy to stomp and bite, hoping to get a nice additional meal to what their riders typically feed them. They can also charge a target, and if the charge hits, the target suffers the listed damage and must save versus death or be knocked back 1d4x5 feet and fall prone. For every five feet of knockback inflicted, they will also suffer 1d6 points of damage.     

Unlike the arachnid’s they have received part of their genetic code from, these creatures do not lay eggs or spin silks. They mate just like their equine ancestors did, and the female will give birth to a single foal after 14 months of gestation. It takes the foal four years to reach sexual maturity, but it is able to run and work only hours after birth.

As mentioned, they are incredibly strong and are able to pull thousands of pounds in weight, and are excellent draft beasts, and they can move on any type of terrain, including walls and such due to their ability to cling to any surface, thanks to their genetic heritage.

Mutations: Aberrant form (extra body parts), clinging, toxic weapon

Series Two Index