Plant Mutation Drawback: Thermal Sensitivity

Plant Mutation Drawback: Thermal Sensitivity

img-20.jpg
thermal-suscept.jpg

Heat and cold based attacks have a really bad effect on the mutant plant with this drawback!

People in the Pact Worlds wonder if these little creatures were originally used as pets by the Vesk. Of course some brilliant bio-engineer or cyberneticist decided that it would be a good idea to give the little creatures titanium claws and teeth.

The end result is that even if the little creatures are not exactly sturdy, they are fast and their bites and claws can inflict surprisingly dangerous wounds, and often these wounds will bleed rather profusely due to their cybernetic modifications.

A handful of these creatures is not exactly difficult to dispatch, but when they are used against enemy troops or even enemy encampments or fortifications. The little creatures are able to dodge and weave their way out of harm’s grasp, and even area effect weapons are often of little use when dealing with these creatures.

To make matters worse, they can use their teeth to chew through wire mesh and even walls or doors – given enough time – unless the features are made out of pure metal. Wire mesh covering exhaust vents, shafts and the like are completely at the little dino’s mercy!

As is the case with many of the genetically modified dinosaurs used by the Vesk, these creatures are slightly more intelligent than their original ancestors, and even these little creatures are fully capable of learning how to open doors, drawers, and even fiddle with simple latches or other such mechanisms.

When they are not being used to harass enemy soldiers, these creatures are often left to their own devices on the bases and installations used by the Vesk. After all, they keep small vermin and other pests down to a minimum… and the Vesk consider them a tasty snack!

Starfinder Creature Index

Chris Van Deelen is the creator and contributor to over half of the Wisdom from the Wastelands series, contributor to the Swords of Kos: Hekaton anthology. He also wrote Creatures of the Tropical Wastelands, and 100 Oddities found in a Car. As prolific as he is, Chris Van Deelen continues to write and produce material which will be in publication soon. Not only is he a prolific content creator, he also has a wide selection of fiction and stories! If you like his work, please follow his personal author page on Facebook and on Twitter to keep up with his latest news and game content.

Compsognathus Combatant CR 1/3 XP 135

Neutral small animal (technological)

Init +3; Senses: Low light vision ; Perception +3

 

Defense                                                             HP 6

EAC: 10; KAC: 12

Fort: +3; Ref: +5; Will: +0

Defensive Abilities: Evasion

 

Offense

Speed: 30 ft.

Melee: Bite +4 (1d3+1 P C Bleed 1 point), or claw +4 (1d4+1 S Crit bleed 1d2)

Space: 2.5 ft., Reach: 5 ft.

Offensive Abilities: Titanium Claws and Teeth

 

Statistics

Str +0; Dex +3; Con +1; Int -3; Wis +0; Cha +0

Skills: Acrobatics +3, athletics +7, stealth +7

Feats: Lightning reflexes

Languages: None

 

Ecology

Environment: Any warm

Organization: Small hunting pack (1d4+1), Medium hunting packs (2d6+2), large hunting packs (4d6+4) or massive hunting packs (10d10+10)

 

Special Abilities

Evasion (Ex): Whenever the Compsognathus is subjected to a reflex save to avoid half damage; it will automatically avoid all damage upon a successful save.

Titanium Claws and teeth (Ex): The little beasts have had their natural weapons augmented with titanium, and as a result, they tend to inflict more damage than a creature of their size and weight. This makes the little monsters even more fearsome – as the damage inflicted by their natural weapons tend to cause the wounds to bleed profusely.

 

Defensive Regurgitation

Type: Physical

Frequency:  Uncommon

Power Score: Yes

Range: 2 times the power score (round to nearest 5 feet).

Duration: 4d4 hours

AI Recognition: None

Damage: See description

Uses: Power score modifier times per day (minimum of once)

Uneven Growth (drawback)

Type: Plant

Frequency: Uncommon

Power Score: No

Range: Personal

Duration: Permanent

AI Recognition: None

Damage: None

Uses: Constant

 

Flyer Arachnid Combatant CR 2 XP 600

Neutral medium vermin

Init +9; Senses: Darkvision 60 ft.; Perception +7

 

Defense                                                             HP 30

EAC: 17; KAC: 19

Fort: +6; Ref: +6; Will: +1

Defensive Abilities: DR 2 / -, evasion; Immunities: fire, poison, radiation

 

Offense

Speed: 20 ft., 80 ft. (fly – good)

Melee: Two claws +7 (1d6+4 S) or bite +11 (1d4+4 P)

Offensive Abilities: Explosive Egg

 

Statistics

Str +2; Dex +5; Con +0; Int -; Wis +0; Cha +0

Skills: Acrobatics +12

Feats:  Improved initiative, lightning reflexes

Other Abilities: Hardened survivor

Languages: None

 

Ecology

Environment: Any

Organization: Squads (2d4+4), or flocks (6d4+6)

 

Special Abilities

Diving slash (Ex): The Flyer can dive at any target, and can move up to twice its normal movement rate. The creature cannot make any turns while attempting this maneuver. The creature will gain a +2 to hit with its claws and the damage is increased to 2d6+4 if the slash succeeds. This requires a full round action to complete.

Evasion (Ex): Whenever the Flyer is subjected to a reflex save to avoid half damage, it will automatically avoid all damage upon a successful save.

Explosive Egg (Ex): Occasionally the flyer will carry a pair of ‘eggs’ into combat with them. These can be dropped from any height and once they impact the ground, the eggs will explode in a 20 foot radius. The area of effect will suffer 2d6+3 points of flame damage, with a Ref save (DC 13 for half damage, as the area is coated in the napalm-like chemical used by the Spewer Arachnid. After the ‘egg’ detonates, the flame will continue to burn for 1d3+1 rounds, unless the victim is able to somehow smother the flames (rolling in dirt, dousing in chemical fire-extinguishing foam, jumping into a river or large body of water). Also the napalm-like fire will remain on whatever terrain it coated when the arachnid used this ability and will last for 1d3+1 rounds before burning out. The Flyer can use this ability only twice, and then it needs to ‘reload’ back at its base.

Hardened Survivor (Ex): The warrior is completely immune to poisons and radiation, and it is able to withstand extreme conditions, even utter vacuum. Whenever the beast must make a saving Fortitude saving throw when dealing with environmental conditions, it gains a +10.

 

Pterodactyl - Augmented Combatant CR 3 XP 800

Neutral large animal (technological)

Init +9; Senses: darkvision 60 ft., low light vision; Perception +8

 

Defense                                                             HP 40

EAC: 18; KAC: 20

Fort: +7; Ref: +9; Will: +2

Weakness: Ground vulnerability

 

Offense

Speed: 10 feet, fly 80 feet (good)

Melee: Bite +11 (1d8+4 P), or two claws +7 (1d6+4 s, crit bleed 1d3)

Ranged: Turreted tactical railgun +8 (1d8+3 P)

Space: 10 ft., Reach: 5 ft.

Offensive Abilities: Diving slash, turreted weapon

 

Statistics

Str +2; Dex +5; Con +0; Int -3; Wis +0; Cha +0

Skills: Acrobatics +13, Stealth +8

Feats: Improved initiative

Gear: Darkvision capacitors, Tactical railgun

Languages: None

 

Ecology

Environment: Any warm forests, hills or mountains.

Organization: Solitary, pairs, small flocks (2d3+2), large flocks (4d8+6)

 

Special Abilities

Diving slash (Ex): The Pterodactyl can dive at any target, and can move up to twice its normal movement rate. The creature cannot make any turns while attempting this maneuver. The creature will gain a +2 to hit with its claws and the damage is increased to 2d6+4 if the slash succeeds. This requires a full round action to complete.

Ground Vulnerability (Ex): If the creature is ever forced to fight on the ground, it loses its Dexterity bonus and as such its EAC and KAC both drop by 5.

Turreted Weapon (Ex): Mounted on the shoulder of the creature is a specialized turret. It is controlled by a simple computer program and allows the Pterodactyl to target anything around it, even if it is directly behind it and fire. This is a free action and does not count as an attack by the creature. Furthermore, the Pterodactyl cannot be flanked as long as the weapon has ammunition (12 rounds), as the software will track and automatically attack.

 

Spewer, Arachnid Combatant CR 3 XP 800

Neutral large vermin

Init +8; Senses: Darkvision 60 ft.; Perception +8

 

Defense                                                             HP 40

EAC: 14; KAC: 16

Fort: +9 (+19); Ref: +5; Will: +2

Defensive Abilities: DR 3 / -; Immunities: Fire, poison, radiation

 

Offense

Speed: 50 ft.

Melee: Two claws +7 (1d6+4 S) or one bite +7 (1d6+4 Crit burn 1d6)

Space: 10 ft., Reach: 5 ft.

Offensive Abilities: Stream of fire

 

Statistics

Str +1; Dex +4; Con +2; Int -; Wis +0; Cha +0

Skills: Athletics +13, stealth +8

Feats: Great fortitude, improved initiative

Other Abilities: Hardened Survivor

Languages: None

 

Ecology

Environment: Any

Organization: Solitary, small groups (1d3+1)

 

Special Abilities

Hardened Survivor (Ex): The warrior is completely immune to poisons and radiation, and it is able to withstand extreme conditions, even utter vacuum. Whenever the beast must make a saving Fortitude saving throw when dealing with environmental conditions, it gains a +10.

Stream of Fire (Ex): The creature, as a full round action, can spray a stream of napalm-like chemical fire. The stream is 10 feet wide and can reach out to a maximum of 50 feet. Anyone caught in the stream area of effect is allowed a Ref save (DC 14) or take 3d6+7 flame damage. A successful save cuts the damage in half.  To make matters worse, the flame will continue to burn for 1d3+1 rounds, unless the victim is able to somehow smother the flames (rolling in dirt, dousing in chemical fire-extinguishing foam, jumping into a river or large body of water). Also the napalm-like fire will remain on whatever terrain it coated when the arachnid used this ability and will last for 1d3+1 rounds before burning out. The arachnid is able to use this ability once every third round.

 

Disease Symbiosis

Type: Plant

Frequency: Uncommon

Power Score: Yes

Range: Personal

Duration: Permanent

AI Recognition: None

Damage: None

Uses: Constant

 

Tyrannosaurus Rex – Augmented Combatant CR 14 XP 51,200

Neutral gargantuan animal (technological)

Init +9; Senses: Blindsight (sound) 60 ft., darkvision 60 ft., low light vision; Perception +25

 

Defense                                                             HP 250

EAC: 30; KAC: 35

Fort: +18; Ref: +18; Will: +12

Defensive Abilities: DR 10 / -

 

Offense

Speed: 40 ft., Climb 20 ft., fly 60 ft. (good)

Melee: Bite +27 (8d6+24 P Crit swallow whole), or stomp +27 (8d8+24 B Crit knockdown), or tail slap +27 (8d4+24 Crit knockdown)

Ranged: Parallax Optical Laser +24 (4d6+14 F Crit Burn 2d6), Wyrm dragon Gland (18d6+14 Ref DC 20), or Blue star plasma array (5d10+14 E&F, Crit burn 4d4), and Glacier ice launcher (8d12+14 B&C Crit Knockdown)

Space: 20 ft., Reach: 20 ft.

Offensive Abilities: Swallow whole, trample (8d8+24 B Crit knockdown)

 

Statistics

Str +10; Dex +5; Con +3; Int -3; Wis +0; Cha +0

Skills: Acrobatics +25, athletics +30, intimidate +30

Feats: improved initiative, shot on the run

Other Abilities: Rocket packs

Gear: climbing suckers, darkvision capacitors, enhanced echolocators, Parallax Optical Laser

Languages: Understands common, cannot speak

 

Ecology

Environment: Any

Organization: solitary, pair, or pack (3–6)

 

Special Abilities

Hardened Dermal Plates (Ex): The augmented T-rex has heavy plating around its body, giving it excellent damage reduction and upon each shoulder is a heavy weapon mount. As a full round action, the creature can fire both weapons at once until it runs out of ammunition.

Rocket Packs (Ex): As a movement action, the T-rex can activate a set of rocket packs attached to its back. This gives the creature the ability to fly for short periods of time. The creature can use this for a maximum of 10 minutes per day before the fuel is depleted and must be replenished.

Swallow whole (Ex): The creature is able to potentially swallow whole any creature it bites which is at least one category size smaller. See page 156-157 of the Alien Archive for more information.

Trample (Ex): As a full-round action, the creature can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The T-Rex  merely has to move over the opponents in its path. The creature does not need to make an attack roll; each creature whose space it moves through takes damage. A target of a trample can make a REF save (DC 20) for half damage. If it attempts the save, it can’t make an attack of opportunity against the trampling Dino due to the creature’s movement. The Augmented dino can deal trample damage to a given target only once per round.

 

Involuntary Mutation Activation (drawback)

Type: Physical, Mental, Plant

Frequency: Common

Power Score: Yes

Range: Personal

Duration: Permanent

AI Recognition: None

Damage: None

Uses: Constant

 

Warrior, Arachnid Type CR 4 XP 1,200

Neutral large vermin

Init +7; Senses: Darkvision 60 ft.; Perception +10

 

Defense                                                             HP 50

EAC: 16; KAC: 18

Fort: +8 (+18); Ref: +6; Will: +3

Defensive Abilities: DR 5 / - Energy Resistance 5 (all); Immunities: Poison, radiation

 

Offense

Speed: 60 ft., burrow 20 ft.

Melee: two claws +8 (1d6+9 S Crit wound), or 1 bite +12 (1d8+9 S)

Space: 10 ft., Reach: 10 ft.

Offensive Abilities: Lethal claws

 

Statistics

Str +5; Dex +3; Con +1; Int -; Wis +0; Cha +0

Skills: Acrobatics +10, athletics +15

Feats: Cleave, improved initiative

Other Abilities: Climber, hardened survivor

Languages: None

 

Ecology

Environment: Any

Organization: Solitary, small groups (1d6), medium groups (2d8+2), large groups (4d10+4), swarms (hundreds to millions)

 

Special Abilities

Climber (Ex): The creature is capable of moving its full speed when traversing walls. It does not require an Athletics roll, unless it is trying to cross ceilings or difficult terrain.

Hardened Survivor (Ex): The warrior is completely immune to poisons and radiation, and it is able to withstand extreme conditions, even utter vacuum. Whenever the beast must make a saving Fortitude saving throw when dealing with environmental conditions, it gains a +10.

Lethal claws (Ex): If the warrior manages to successfully strike with both claws, it will get an automatic bite attack without having to make an successful to hit roll.

 

Combat Empathy

Type: Mental

Frequency: Uncommon

Power Score: Yes

Range: Personal

Duration: Permanent

AI Recognition: None

Damage: See description

Uses: At will

 

Velociraptor - Augmented Combatant CR 4 XP 1,200

Natural medium animal (technological)

Init +9; Senses: Darkvision 60 ft., low light vision; Perception +10

 

Defense                                                             HP 50

EAC: 16; KAC: 18

Fort: +8; Ref: +8; Will: +3

Defensive Abilities: Evasion

 

Offense

Speed: 60 ft., climb 20 ft.

Melee: Bite +12 (1d4+7 P) or two claws +8 (1d6+7 S Crit wound)

 

Statistics

Str +3; Dex +5; Con +1; +0; Wis +0; Cha +0

Skills:  Acrobatics +19, athletics +15, stealth +10 (+20 if standing still)

Feats: Improved initiative, step up

Other Abilities: Powerful leap

Gear: Climbing suckers, darkvision capacitors

Languages: Understand common, cannot speak

 

Ecology

Environment: Warm plains, forests and jungles

Organization: solitary, pair, or pack (3–12)

 

Special Abilities

Chameleon Skin (Ex): Through genetic engineering, this velociraptor has gained the ability to blend into the background as long as it remains still. This gives the creature a +10 to Stealth rolls. If the creature moves, the bonus is lost. It requires a single round for the Velociraptor’s flesh to match the surroundings.

Evasion (Ex): Whenever the Velociraptor is subjected to a reflex save to avoid half damage, it will automatically avoid all damage upon a successful save

Powerful leap (Ex): This bioware augmentation allows the Velociraptor to gain a +5 to athletics when attempting to jump. If the raptor is falling, the Velociraptor is allowed an acrobatics check (DC 25) to land on its feet and reduce any falling damage by 20 feet.
 

Impaired Regeneration Capability (drawback)

Type: Physical

Frequency: Uncommon

Power Score: Yes

Range: Personal

Duration: Permanent

AI Recognition: None

Damage: None

Uses: Constant

 

Dimensional Dragon Combatant CR 12 XP 19,200

Neutral huge outsider (extradimensional)

Init +0; Senses: Blindsight (life-force 1000 feet), Darkvision 240 feet; Perception +27

 

Defense                                                             HP 200

EAC: 26; KAC: 28

Fort: +14; Ref: +10; Will: +16

Immunities: Cold, energy, vacuum

 

Offense

Speed: N/A

Melee: 1d3+4 tentacles +26 (3d6+24 B per tentacle)

Space: 15 ft., Reach: 30 ft.

Offensive Abilities: Psychic Assault, tentacle assault

 

Statistics

Str +12; Dex +0; Con +5; Int -3; Wis +0; Cha +0

Skills: Intimidate +22 survival +22

Other Abilities: Debilitating roar, dream hunter

Languages: None

 

Ecology

Environment: Any starship or technological ruin

Organization: Solitary

 

Special Abilities

Debilitating Roar (Ex): The creature emits a constant roar, which can be very disconcerting and anyone hearing it must make a Will save (DC 19) suffer -2 to hit, saving throws, and skill checks as long as they can hear the beast.

Dream Hunter (Su): Often the creature will make its lair somewhere near a technologically advanced society. Once per day, it will randomly sense a sleeping intelligent creature. It will fill the targets mind with the images of whatever ship or ruin it inhabits, dropping hints at what kind of wonderful technological treasure might be waiting to be found. The victim is allowed a Will save (DC 19) and if it succeeds, the victim will be filled with a dread, knowing that something horrifying is waiting to turn the victim into its next meal. Otherwise, the victim will gain an instinctual knowledge of where the ruin or the ship is located and do whatever it can to travel to that location.

Psychic Assault (Su): This beast is capable of sensing the life-force of anyone within 1000 feet. As long as the beast can sense the victim the dimensional dragon can, as a move action, make the psychic assault. The victim is allowed a Will save (DC 19). If the save fails, and the victim is beyond the grasp of the creature, the victim must move towards the creature at its maximum movement rate. The creature will guide it, ensuring it takes the shortest route to get to the creature. Once the victim is within the beasts range, the victim is then paralyzed with terror and cannot act. This will allow the creature to grab the victim and shove it into its maw to be consumed. The victim is allowed a saving throw every round to break free of the effects of this attack.

Tentacle Assault (Ex): For each tentacle which strikes the target, the grapple penalty is reduced by 2. So if four tentacles strike, instead of the victim gaining +13 to its KAC, the victim only gains a +5.

 

Defensive Toxic Cysts

Type: Physical

Frequency:  Uncommon

Power Score: Yes

Range: Personal

Duration: Power score divided by two in days.

AI Recognition: +1

Damage: See description

Uses: 1 cyst for every 3 points of Power Score

Toxic Cloud (drawback)

Type: Plant

Frequency: Common

Power Score: Yes

Range: Power score in feet, centered on the mutant plant

Duration: Permanent

AI Recognition: None

Damage: None

Uses: Constant

 

Dazzling Display

Type: Plant

Frequency: Common

Power Score: Yes

Range: 75 plus three times the power score in feet.

Duration: See description

AI Recognition: None

Damage: None

Uses: Constant

 

Hardman Version 2.0 Combatant CR 7 XP 3,200

Neutral medium construct (Technological)

Init +5; Senses. Darkvision 60 feet, low light vision, Blindsight (thermal) 60 feet; Perception +14

 

Defense                                                             HP 105

EAC: 19; KAC: 23

Fort: +7; Ref: +7; Will: +4

Defensive Abilities: DR 7 / - ricochet; Immunities: construct, unliving

 

Offense

Speed: 40 ft.

Melee: Bite +18 (2d10+13 S Crit wound) or 3 claws +14 (1d12+13 S Crit bleed 1d6)

Ranged: +14 (Weapon damage +7)

Space: 5 ft., Reach: 15 ft. (claw only)

Offensive Abilities: Extend reach

 

Statistics

Str +6; Dex +5; Con -; Int +0; Wis +0; Cha +0

Skills: Acrobatics +14, athletics +19, intimidate +14

Feats: Step up

Other Abilities: Predict movement, thermal vision

Languages: Understands common, cannot speak otherwise.

 

Ecology

Environment: Any

Organization: Solitary, pairs, or small groups (2d3+1)

 

Special Abilities

Extend Reach (Ex): When using its claw attacks, the creature can extend its reach up to 15 feet.

Predict Movement (Ex): As a move action, the construct is able to predict a path its prey is going to use. As such the construct gains a +2 to its AC.

Ricochet (Ex): If an attacker ever uses a projectile ranged weapon such as a bullet and misses by 5 or more, anyone standing within 20 feet of the robot make a Ref save (DC 15) or be struck by the attack! If there are multiple targets, choose one at random.  

Thermal Vision (Ex): The Hardman is able to see through solid objects. The range of this vision is 60 feet, and gives it a bonus of +5 to vision-based perception.

 

Involuntary Freezing (drawback)

Type: Mental

Frequency: Uncommon

Power Score: Yes

Range: Personal

Duration: Permanent

AI Recognition: None

Damage: None

Uses: Constant

 

Burrowing Horror Combatant CR 8 XP 4,800

Neutral large vermin

Init +4; Senses: Blindsight (Bones) 200 ft., Blindsight (vibration) 240 ft., Darkvision 60 ft. ; Perception +16

 

Defense                                                             HP 125

EAC: 20; KAC: 25

Fort: +12; Ref: +10; Will: +7

Defensive Abilities: Absorb bones, DR 8 / blunt; Immunities: Acid, disease, poison

 

Offense

Speed: 30 ft.

Melee: Bite +19 (single bite), +15 (multiple bites) (1d10+12 P) +12 claw (1d6+12 S)

Space: 10 ft., Reach: 10 ft.

Offensive Abilities: Blood to acid

 

Statistics

Str +4; Dex +4; Con +4; Int -; Wis +0; Cha +0

Skills: Athletics +16, perception +16, stealth +21

Other Abilities: Absorb bones, poison water

Languages: None

 

Ecology

Environment: Any temperate plains

Organization: Solitary, small group (1d3+1)

 

Special Abilities

Absorb Bones (Su): Any creature killed by this creature will be absorbed into the creature’s body. This requires a single full round action, and  It will automatically gain a number of hit points equal to half of the victim’s original hit point total. Any creature absorbed in such a manner is permanently dead. It can use this ability at will.

Blood to Acid (Ex): When the creature bites, it injects a chemical which causes the water molecules to become altered, binding with the water molecules in the blood to become a powerful acid. Anyone struck by this ability (through a bite attack) is allowed a Fort Save DC 16. If the save fails, the toxin will inflict 2d8+8 points of damage per round for 1d4 rounds, as the very blood of the victim begins to eat its way from the inside out. If the victim’s hit points are reduced to below zero, the creature’s entire organic matter will have melted away, leaving behind a skeleton, ripe for the mutant monster to use.

Poison water (Ex): By spending at least 3 rounds in any form of water, it will take on the toxic properties of acid. This will not be readily noticeable at first – someone drinking or entering a contaminated water source will not notice anything is amiss for 1d4 rounds. After that, the acid will begin to take effect. Moving through a contaminated source will inflict 2d8+8 points of damage per round, as long as the creature remains inside the medium. As soon as it leaves, the damage will stop. Anyone drinking the liquid will suffer the same damage as listed in the blood to acid ability, for the same duration as if they were injected.

 

Coercion

Type: Mental

Frequency: Common

Power Score: Yes

Range: Power score in feet

Duration: 1d3 plus the power score modifier rounds

AI Recognition: None

Damage: None

Uses: At will.

 

Hypersomnia (drawback)

Type: Physical

Frequency: Uncommon

Power Score: Yes

Range: Personal

Duration: Permanent

AI Recognition: None

Damage: None

Uses: Constant

 

Defensive Mutation Activation

Type: Physical, Plant

Frequency:  Very common

Power Score: Yes

Range: Personal

Duration: Instant 

AI Recognition: None

Damage: None

Uses: Constant

Thermal Sensitivity (drawback)

Type: Plant

Frequency: Uncommon

Power Score: Yes

Range: Personal

Duration: Permanent

AI Recognition: None

Damage: None

Uses: Constant

 

Runequest Thursday #196 - The Cabal of Luck and Death - History, Part 1!

Runequest Thursday #196 - The Cabal of Luck and Death - History, Part 1!

Physical Mutation: Damage Absorption

Physical Mutation: Damage Absorption