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New Mutant Monday Series Two #67 - Kowl

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If there is one thing that can be said about the Chimerian faction it is they like to tinker and often try to create not only powerful monstrosities to fill multiple niche’s in the post-apocalyptic world, but they also create what many ancients would have considered to be cute and cuddly creatures which many would have loved to have owned as pets.

There are many who consider this particular chimera to be just that – adorable! The thing is even before the final wars, Koala’s had a reputation for being cute, but very temperamental and often quite aggressive. With the fact the Chimerian’s decided to combine the genes of this animal with the avian owl, they managed to create a creature which is still supremely aggressive, but now possesses the keen senses and hunting abilities of the great owls.

Bizarre mutant fish found in the depths of most lakes and rivers across the globe. They are strictly fresh-water creatures and as such will never be found in the oceans, although rumor has it they have mutated further and are supposedly found in the shallow depths along the shores of the mouth of the Amazon River in South America.

These oddly shaped fish appear to be free-floating bits of flotsam, gently swaying in the currents of rivers, or floating just below the surface of lakes. They are uniformly brown in color and when the eyes are closed can easily be mistaken for seed-pods. They shell is somewhat rough-textured and more mature specimens have spiky protrusions, making it a rather dangerous task for creatures which wish to use them for food. A slit is located just below the mouth, which can often be missed.

These little fish are content to float around in the water, consuming whatever food come their way. They are scavengers and live off the ample sources of dead organic matter the rivers and lakes provide. When they are forced to swim, they can move quickly and often escape potential harm before anyone knows they are even close by.

It does not matter the time of year; these creatures will breed whenever the urge presents itself. Unlike most types of fish, which lay eggs and then the male fertilizes them, they engage in active sexual intercourse. The female will become pregnant and after 28 days give birth to 4d8 live young. The ‘frys’ always stay around the mother for the first sixty-two days of their existence, at which time they finally grow enough to be able to survive on their own. When this happens they will flee into the waterways.

Due to the fact these creatures are actually fairly social animals, sometimes several females will mate at the same time, either with different males or one single male, so it is not uncommon to see these creatures huddled together with tiny clouds darting in and out among them.

Although they are content on simply consuming the detritus which is easily found in waterways, they have been known to become curious and sometimes will attack anything with open wounds or creatures which are smaller.                       

If they are frightened or feel a target is too powerful, they are able to use a powerful elemental attack (see above). It should be noted the creatures are immune to the effects of thermal and cold.

CR: 3

XP: 800

Small animal

Alignment: neutral

Init: +2; Senses: low-light vision; Perception: +3

AC: 15; Touch: 13; Flat-footed: 13 (+1 size, +2 dexterity, +2 natural armor)

HP: 25 (3d8+12)

Fort: +5; Ref: +3; Will: +1

Immunity: Thermal and Cold

Speed: 30 ft.

Melee: 1 ram, +4  3d6+2 (crit 18-20 x2), 1 bite +4 3d4+2

Space: 5ft. Reach: 5 ft.

Spell-like abilities: Temperature control (Su)

Stats: Str:14, Dex:14, Con:16, Int:1 , Wis:10 , Cha:6

Base Atk: +2 CMB: +3; CMD: 17

Feats: Alertness, athletic

Skills: Swim +7

Languages: None

Environment: Freshwater rivers and lakes

Organization: School (1d12)

Treasure: None

Special abilities:

Tearing Bite (Ex) – These creatures will attempt to bite, a target and despite their size, their mouths are filled with incredibly sharp teeth, which inflict terrible wounds. Anyone bitten by the creature must make a Fort save (DC 13) or lose 1d3 hit points per round, per wound, due to the bleeding the wounds cause. This can be alleviated by simply binding the wounds, taking one round per wound.

Temperature Control (Sp) – They can choose to use either thermal or cold, and are able to pick any spot in their visual range. By concentrating, they are able to heat or freeze a single 15 foot section of water. Anything caught in the area of effect will suffer 5d6 thermal or cold damage as a result. If the target is incapable of moving, they will suffer this every round! The creature can keep this up as long as it concentrates, and if it is attacked, it requires a concentration roll to keep the ability active. Targets caught within the area of effect are allowed a Reflex save (DC 13) for half damage.

Water Ram (Ex) - They will attack by ramming a target, striking them with their spiked and armored bodies. Often the creatures will try to target the head of their victim. On a confirmed critical hit, the creature hits the target’s head, inflicting double damage and the target must make a Fort saving throw (DC 13) or be knocked unconscious for 1d6 rounds – which could lead to the target drowning, if they are air-breathers. They will use this ram attack at the beginning of combat, and it is not uncommon for a whole school to attack the same target.

CR: 11

XP:12,800

Large Plant

Alignment: Neutral

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

AC:23; Touch:13; Flat-footed:19 (-1 size, +4 Dex, +10 Natural Armor)

HP: 127 (11d8+77)

Fort:+14; Ref:+7; Will:+6

Immunities: All mind-affecting effects, paralysis, polymorph, sleep, stunning.

Speed: N/A

Melee: Vine grab +18, 3d8+10 (20x4)

Ranged: Spikes +13, 2d6+10 (18-20 x3)

Space: 10 ft. Reach: 10 ft.

Special Attacks: swallow whole (5d6 acid damage, AC 15, 12 hp)

Stats: Str:30, Dex:18, Con:24, Int:1 , Wis:16 , Cha:10

Base Atk: +8 CMB:18; CMD:32

Feats: Far shot, improved critical (hurl spikes), improved initiative, point blank shot, precise shot, vital strike

Skills: Stealth +26

Languages: None

Environment: Any tropical, prefers swamps and rainforests

Organization: Small group (1-3)

Treasure: Fast GP

Special abilities:

Chameleon Fibers (Ex) - With the exception of when they feed or attack, the fibers of the plant naturally blend in with the surrounding foliage, giving them a +20 to their Stealth checks.

Hurl Spikes (Ex) - When the plants engage in combat, they will use their telekinetic abilities to hurl spikes which they pluck from their body. The plant will grow 5d12 spikes, which are part of the plants fibers and are as soft and supple as the plant itself. However, once the spike is removed from the plant, it becomes as hard as steel and can be hurled like a projectile weapon. As a full round action, the plant is able to telekinetically hurl up to four spikes per round. If it takes any other action, it cannot hurl any spikes.

Invisibility (Sp) - Secondly, they are able to turn invisible for up to 6 hours at a time, and not only are they invisible to the normal visual spectrum, but they are also completely invisible to thermal and ultraviolet vision. They can only use this ability once every 72 hours, however.

Strangle Vines (Ex) - The plant has a network of hidden vines, which are incredibly tough and strong. These vines spread out up to thirty feet from the base of the plant and it can use them to reach up and grapple targets in this radius. The plant is able to use the vines on up to 2 humanoid sized targets, or 1 large creature. If attacking small or smaller creatures, the number of targets doubles, so it could attack up to 4 small targets, 8 tiny and so forth. Anything attacked by the vines will take the listed damage, and the plant will attempt squeeze, using its CMB. A successful attack means the creature is trapped and will suffer the damage each round until it is either deposited into the plant’s open mouth, or manages to escape.

Swallow Whole (Ex) - If a creature with this special attack begins its turn with an opponent grappled in its mouth (see Grab), it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category Smaller than the swallowing creature. Being swallowed causes a creature to take damage each round. The amount and type of damage varies and is given in the creature’s statistics. A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature’s total hit points), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again.

No. Enc: 1d3
Alignment:  Netural
Movement: N/A
AC: 5
HD: 16
Attacks: 4 spikes, or 2 or more vine grabs.
Damage: 2d6+4 / 2d6+4 / 2d6+4 / 2d6+4, or 3d8+8 per vine.
Save: L16
Morale: N/A
Hoard Class: VII (85% each coin type, 55% artifacts)x8 , VIII (any type, not just gizmos)

No. Enc: 1d12
Alignment:  Neutral
Movement: 90’ (30’)
AC: 4
HD: 3
Attacks: 1 ram, 1 bite
Damage: 3d6+2, 3d4+2
Save: 3
Morale: 11
Hoard Class: N/A

By hook and by crook, the d∞ team presents an ever growing, ever evolving table of random oddities to liven up the thieves guild in your campaign!

Boar, Medium Mammal

Power Level: Medium
Attributes
•Physical: 5
•Mental: 2
•Spirit: 3
•HP: 30
•Hand Size: 4
Damage Negation: 0
Melee Attack: Gore
•Damage: 6 HP + Card Value
•Range: 5ft
•Target is knocked down. Target cannot attack while knocked down, but can defend. They must standup during the next Move or Skill Phase to attack agaian.
Ranged Attack: Charge
•Damage: 5 HP + Card Value
•The boar dashes in a straight line with blinding speed towards its target. The boar must stop charging as soon as it hits its first obstacle
•Range: 30ft
ECD: 1
TCD: 0
For boss or named monsters only:
Element: Thunder

Combat Action Suit: Diamonds

No. Enc: 1d6 (wilderness), 1 queen, 4d8 handmaidens, 20d10 males and workers
Alignment:  Lawful
Movement: 90’ (30’)
AC: 3
HD: 8 (workers), 16 (queen), 12 (handmaidens), 10 (warriors)
Attacks: 1 bite, 2 claws or two weapons, and special (see description).
Damage: 1d4 plus class five poison, 1d6 / 1d6 or by weapon, and special (see description) Handmaidens and warriors inflict 1d6+2 for bite, and 1d10+2 for claws.
Save: Level is based on hit dice of creature.
Morale: 8, N/A for Warriors and Handmaidens, who will always fight to the death for the queen.
Hoard Class: 2 melee weapons (75%) or 1 ranged weapon (25%), VIII (x4, 55%), X (x3), XIII (x3, 75% each coin), XV (70 for all coin and artifacts). Queen always has 1d3 ranged energy weapons and 1d4 randomly determined grenades or explosives.

No. Enc: 2d8
Alignment:  Neutral
Movement: 150’ (50’) flying
                   90’ (30’) climbing
                   60’ (20’) ground
AC: 7
HD: 2
Attacks: 1 bite and 4 claws
Damage: 1d4+1 and 1d3 / 1d3 / 1d3 / 1d3
Save: L2
Morale: 4
Hoard Class: Incidental