Vampire Ray

Chris Van Deelen

No. Enc: 2d6
Alignment:  Chaotic
Movement: 120' (40') water
                      300’ (100’) air
AC: 3
HD: 8
Attacks: 2 wingslaps, 1 bite
Damage: 1d12+3 / 1d12+3, 1d6+2
Save: L8
Morale: 6
Hoard Class: N/A

First discovered in the Bering strait, these mutated ray’s quickly became a dangerous and greatly feared predator. Some say they were first discovered in the early years of the 21st century, and that they are in fact an ancient species of ray that had lain dormant for thousands of years.

Of course this is pure speculation.

More likely these creatures are nothing more than the result of the toxins and radiation unleashed during the final wars, which like so many other life-forms, mutated into something new and deadly.

The creatures still resemble the usually harmless and peaceful rays that were found particularly in the southern climes, preferring the warmer water over that found in the north. They are large, bat-winged fish with long tails and a head that looks far more reptilian than aquatic. The back and head are armored with very dense plates of cartilage, and the mouth is filled with sharp, tearing teeth. The tips of the ‘wings’ end in sharp claws.

For the most part, they hunt in packs, but sometimes larger and more aggressive members of the species will hunt alone, wanting prey for themselves and not wishing to share with anyone else. They are deadly hunters, as their flesh blends in perfectly with the water and while in the water they gain the advantage of the chameleon epidermis mutation. As soon as they leave the water, they no longer benefit from this mutation.

They are also capable of flying and are shockingly fast while in the air. In the water, they are quick, but without the resistance the liquid medium provides, in the air they can often chase down and kill birds.

When engaging in combat, the creatures will slap their targets with their wings, hoping to inflict painful and debilitating wounds with the sharp spines located on the tips. They can also bite, and when they do so, they will wrap their wings around the victims, holding them tightly in order to drain the blood from them. Any so trapped can attempt to make a grapple check, with the creatures having strength of 14. It should be noted that if the creature is physically attacked while it has a victim in its embrace, unless the attacks come from behind, the damage will be divided equally between the victim and the creature.

The creature can use the blood to its advantage instead of for food. Consuming at least 10 points of blood will in effect ‘tubro-charge’ this beast. They will gain the quickness mutation for 1d6 rounds. After this wears off, the creature can choose to simply feed, or it can consume another 10 points in order to gain this quickness.  

Similar to the vampiric field mutation, if the creature does not use the blood to activate its quickness, it can use the blood to heal any damage it has sustained, or it can build up a reserve pool of hit-points. Any damage it takes will come off this reserve first, and any hit points not lost in this manner will be lost after 24 hours. It can only build up a reserve equal to its maximum hit point total.

The creature is also immune to any sort of energy attack, as the flesh is highly reflective and beams of energy will simply bounce off harmlessly in a random direction.

These creatures reproduce by laying eggs, like many aquatic species. This happens during the height of summer and the eggs hatch around the winter solstice. The creatures mature slowly, taking about a year before they reach adulthood, and during this period, they are always cared for by the adults. Each female will lay 2d20 eggs at a time.

Mutations: Aberrant form (natural weapons), chameleon epidermis (modified), dietary requirement change (blood), quickness (modified),  reflective epidermis, vampiric field (modified)

Source: Beasts of the Bering Sea (2012)