New Mutant Monday Series Two #18 - Crocobear

Chris Van Deelen

No. Enc: 1d4
Alignment:  Neutral
Movement: 90’ (30’) land
                     60’ (20’) water
AC: 3
HD: 8
Attacks: 1 bite, 2 claws, 1 tail-slap
Damage: 2d12+4, 2d8+2 / 2d8+2, 2d6+4 & special
Save: 10
Morale: 11
Hoard Class: Incidental

Have you ever wondered what would happen if you combined the genetic structure of two apex predators into a single creature? Most people have not. Except the mad geniuses who are part of the Chimerians.

Splicing genes from two different species is their trademark and they have unleashed their creations upon the world, for better or worse. In the case of this particular chimera, it is clearly for the worse.

Combine the patience of a reptilian hunter with the speed and aggression of a grizzly bear and you have a monster which is terrifying to all who encounter it. The beast is perfectly capable of hunting in the forests as well as in the water, and has even adapted to be able to hunt in the oceans.

Due to the reptilian part of their genome, these creatures are pretty much locked into warm climates, although the fur allows them to migrate up and down the east and west coastline of North America, and they have been spotted as far north as Seattle and Vancouver, and are also quite common in central and the norther part of South America.

Most of the time they spend their lives immersed in the water, only their eyes showing above the surface as they wait for prey to come close. Have a strange psionic ability which allows them to radiate a sense of calm and peace, up to 100 feet from their location. Anything entering this aura must make a saving throw versus death or suffer a -6 to their initiative roll, and then a -3 to hit for 1d6 rounds.

These creatures will then attack anything that comes within 60 feet. They attack with a bite, two claws and are capable of using their tail as a weapon. If a target is struck by the tail, the target must make a Dexterity check on a d20 or be knocked prone, and if that happens the creature gains a +2 to hit with all its attacks until the victim is able to regain their footing.

These beasts have a particular fondness for fish, and when hunting or fighting aquatic creatures, they gain a +2 to hit and +2 per dice damage.

Despite the body being covered with fur, the creatures have a thick layer of scales, which give it a natural damage reduction of 6 against most slashing and piercing weapons, and this includes bullets. They are likewise immune to thermal-based attacks, but are vulnerable to cold, suffering -2 to hit an take triple damage.

Unlike the reptilian aspect of their genome, these creatures do not mate and then lay eggs. They take after the mammalian portion of their genes. After mating (which can occur at any time of the year), the female gestates for 12 months, at which point she will give birth to 1d3 cubs. The cubs will stay with the mother for 2 years until they reach sexual maturity at which time they will leave and find their own territory.

Oddly enough, they are semi-social creatures, willing to work together when hunting and will share the kills, making sure each gets a portion.

Mutation: Aberrant form (chimera, natural weapons), calming aura, immunity (thermal), natural armor, vulnerability (cold).