Spore Beast

Spore Beast

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These mutant creatures are the end result of any Pure Human or Mutant Human that has been infected by a Spore Spreader plant and has subsequently died. Physically, Spore Beasts are humanoid in appearance. They range in height and weight the way most Pure Humans, humans (see Wisdom from the Wasteland issue 4: New Races) and Human Mutants do, but they are completely bald and are covered in a thick pelt of moss-like growth, almost like a fur. The fingers have become hardened and talon like, with a wood like substance replacing the fingernails.

No. Enc: 2d8
Alignment: Neutral
Movement: 120’ (40’)
AC: 6
HD: 4
Attacks: 1 bite and 2 claws plus special
Damage: 1d4 / 1d6 / 1d6
Save: L4
Morale: 11
Hoard Class: Incidental (up to GM)

These mutant creatures are the end result of any Pure Human or Mutant Human that has been infected by a Spore Spreader plant and has subsequently died. Physically, Spore Beasts are humanoid in appearance. They range in height and weight the way most Pure Humans, humans (see Wisdom from the Wasteland issue 4: New Races) and Human Mutants do, but they are completely bald and are covered in a thick pelt of moss-like growth, almost like a fur. The fingers have become hardened and talon like, with a wood like substance replacing the fingernails.

Large spines jut from the back of the creature and if they are near any plants, they can blend in perfectly, becoming for all intent and purposes invisible to the naked eye and thus typically gain a great advantage in surprising opponents.

These mutant creatures are the literal slaves of the Spore Spreaders and share a telepathic link to the plant that spawned them. They can range far and wide from the parent plant and are used as hunters to bring back fresh meat for the roots to consume as the corpses of their prey eventually rot away.

Like the Spore Spreader, these creatures are carriers to the same sort of toxin that can infect and kill Pure Humans, Humans and Mutant Humans.

Any attack that hits a target, they must immediately make a save versus disease. If the save is successful, they are from that point on immune to the toxin carried by this mutant. If another plant or a mutant animal or insect is hit by an attack, they are subjected to a class four poison and there is no other effect.

The toxin has no visible effect at first, but slowly the infected will begin to lose health, at the rate of 1 point of constitution a day. The target will lose a corresponding number of hit points as well and after it has lost 25% (rounded to nearest) of its constitution will start to show signs of illness. It will be flu like and many will simply ignore it, thinking that this is exactly what is wrong.

If the victim doesn’t seek medical help it will continue to deteriorate. Once it has lost exactly half of its constitution the victim will then avoid seeking any sort of help and will only be able to be treated if it is forced upon it.

Anti-viral medication will cure the target of the infection and they will regain their lost constitution at their regular healing rate per day (if they heal 1d3 hit points, they will regain 1d3 points of lost constitution), and at the same time the full hit points they lost (unless the Mutant Lord wishes that the recovery take longer, they can force the usual healing rate in that case).

Once the victim has lost 75% of their constitution score, they will develop a telepathic link to the Spore Spreader, and the spreader will urge them to come back to the plant. They will not be harmed when this happens and if there are any others of their own kind with the Spreader, the beasts will feed and care for the victim, making them comfortable until they finally die.

After the victim succumbs to the infection, the body will then begin to transform over 1d4 days, the flesh being replaced by the moss like growth, the bones becoming actual wood instead of bone, but having the same density and strength, and the spines will jut from the back of the victim.

Once it rises as a Spore Beast, the victim is irrevocably gone. The mind of the victim is replaced by the simple instincts of the plant and it is then nothing more than a physical extension of the Spore Spreader.

These mutants can still eat and drink and need to do so in order to survive and maintain their new forms. The difference is that they require carrion in order to survive, and will often take small parts of the rotting corpses that feed the Spore Spreaders.

Because of the Telepathic link with the plants, they show uncanny tactics and will often use this to their advantage, acting like a pack to take down any possible food sources or threats to the parent plant.

Mutations: Aberrant form (plant chimera), chameleon epidermis (special), dietary requirement change (carrion)(d), natural weapon (plant), neural telepathy, toxic weapon.

Source: Fallout New Vegas (2010)

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