New Mutant Monday Series Two #63 - Gyakuryu

Chris Van Deelen

No. Enc: 1
Alignment:  Neutral
Movement: N/A
AC: 6
HD: 14
Attacks: See description
Damage: See description
Save: L14
Morale: N/A
Hoard Class: VIII, IX, X, XIII, XIV (no coin, 45% for any type of artifact)

Found exclusively in ruins, these bizarre and horrific mutant creatures are the bane of any explorer or scavenger. They live in shafts, small, deeply recessed rooms, and other areas not typically kissed by the light of the sun.

No two creatures are alike, they are always different in size and shape – the only thing they have in common with one another is how hideous they appear. Typically though, one of these creatures is about ten feet in length, and has 2d6 tentacles. The torso has 1d4 heads with mouths ranging in size from that of a small child, to large enough to encompass a human torso. The creature always uses an additional 2d4 limbs to hang or cling to any surface, as they typically do not like to move unless forced to do so. The flesh is a sickly grey, with patches of oozing sores covering nearly half of the body. There is no discernible head, although the creature has eye-like sensory orbs covering its body, making it almost impossible to surprise (only a 1 on a d20).

No one is certain of the creature’s original stock, and there are those who believe it might have been one of the numerous biological terror weapons created during the final wars. The only aspect anyone can agree on is they have to be avoided at all costs – or if there are those powerful enough, exterminated with extreme prejudice.

These terrifying beasts have several different attacks available to them to use whenever they are engaged in combat, or if they are simply hungry. First, they can slash and grapple with the tentacles, each doing 1d6+2 points of damage, and if they roll a natural 20, the tentacle wraps around the neck of a creature, inflicting triple damage. The tentacles have Strength of 14 for grappling purposes and this will increase by +1 for each successful tentacle attack.

One in four tentacles is also equipped with a mouth, which can bite the target, inflicting an additional 1d4+1 point of damage per round. This requires a successful to hit roll, and it gains a +2 to hit. Any tentacle with this ability cannot be used for grappling purposes.

Those grappled will be pulled in and bitten by the monster. The bites will inflict 1d10+3 damage, no matter the size of the mouth biting. The flesh is consumed by the creature after biting, and then it will do something extremely revolting and dangerous. One round after it successfully bites; it will use one of the mouthed tentacles to ‘spit’ out the goblet of flesh at a target up to 100 feet away. This is a ranged attack and if it hits, the damage inflicted is the same as the original bite… so if it bit someone for 7 points of damage, the projectile will inflict 7 points of damage. If this was not bad enough, the goblet of flesh will also inflict 2d6 points of acid damage to the target for 1d4 rounds after it has hit! The beast can choose to ‘stack’ several bites into a single attack. For example, the creature could have bitten three times in a single round, inflicting 4, 7 and 13 damage. The creature could then combine all three attacks to cause 24 +2d6 damage. Only the damage inflicted is increased, never the acid damage. After the acid has worn off, only then will it be able to attack with this disgusting ability to inflict acid damage once again.

These beasts possess a strange form of teleport, which allows them to teleport corpses of any creature they can see in line of sight, up to a mile from their current position. The creature has to be dead, and does not get a saving throw. The weight limit is 500 pounds. Anything heavier than this will automatically cause the teleport to fail.

Something in the monster’s genetic makeup causes the creature to be able to regenerate any physical damage it has sustained – as long as it has meat to consume. Instead of hurling the acid-soaked meat back at targets, it can instead use the meat to heal damage it has taken in combat for the same amount as it inflicted. So if the beast bit for 7 damage, it could instead use that to heal damage it has taken. As with the spitting, it can only heal this damage on the next round, not on the round inflicted. Also, it cannot heal damage inflicted by psionics (mental mutations) through this method.

The beast is also completely immune to acid and cold-based damage, but thermal damage will cause double damage, and Ultraviolet-based weapons will cause 4 times the normal damage and it must save with a penalty of -2 or die instantly. Thus the reason it avoids sunlight and will never go anywhere there is chance sunlight could harm it.

Finally any creature engaging this beast with melee or natural weapons will have a 50% chance per successful strike of hitting one of the oozing sores on the beast’s body. If this happens, the attacker will suffer 2d6 points of acid damage for 1d4 rounds.

Although some have tried to communicate with these creatures, they are for all intent and purposes completely unintelligent. Those with neural telepathy find the minds of these beings are nothing more than ‘white noise’ or ‘static’, and those with empathy only feel constant hunger. They have no use for treasure, but often accumulate a great deal of it nearby due to the amount of creatures they kill.

No one can figure out how these creatures procreate, nor can anyone figure out how they have managed to spread across the globe. They are found in all major ruins, and are even known to haunt deep mines and other such underground warrens. There are those who believe the creatures use some unknown type of dimensional travel to move from ruin to ruin, and somehow clone themselves or split off into a new body, much the same way that single-cell organisms reproduce.

Nothing has ever been determined to prove or disapprove this theory.

Mutations: Aberrant form (extra body parts, natural weapons), immunity (acid and cold), regenerative capability (modified), teleport, toxic weapon, vulnerability (thermal and Ultraviolet).

Series Two Index