New Mutant Monday Series Two #67 - Kowl

Chris Van Deelen

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

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.

These creatures are still roughly the same size and overall weight of a Koala bear, being around two to three feet in length and can weigh as much as 30 pounds. The creatures are marsupial in nature, and after mating the female will lay 1d3 eggs, which she will then transfer to her pouch. Here she will gestate the eggs for 17 days, at which time they will hatch and then the young will continue to remain in the pouch for another year, feeding, growing and enjoying protection from the mother.

Like the great owl’s from which they get a portion of their genetic code, these creatures are no longer vegetarians. They are carnivores, and live off smaller rodents, birds and are not above scavenging meat from other predator’s kills. Like the owls, they will regurgitate food they have consumed to feed their young.

These creatures have two methods of hunting. First, they often hide in the tree’s they call home, using their ability to camouflage their fur to match the surroundings, waiting for creatures to pass underneath. They will then literally get the drop on a target, slashing with their claws and biting with their razor-sharp beaks.

Their other method of hunting is they will often take to the sky, using their psionic flight ability to glide silently across the heavens, likewise using their chameleon epidermis to remain unseen. When they have spotted prey (up to three miles away, all the way down to the size of a rat), they will swoop in and grab the prey, inflicting damage and if the prey turns out to be too difficult to handle, they will often allow prey to fall to their deaths. Of course due to their small stature, this only works on creatures smaller than they are!

In either case, the creatures will gain surprise on a 1-3 on a d6.

When the creatures attack, they will always use all their natural attacks in a single round. Although each does not inflict much damage separately, combined and over a period of rounds, it can often inflict what the ancients referred to as ‘death by a thousand cuts’. If more than one of the creatures attack, they can quickly bring down even the largest of land animals. Worse, if all four claws hit, the target will automatically begin to bleed an additional 1d4+2 points of damage per round, until they take the time to bind the wounds (requiring 1d3 rounds), or have access to healing – drugs or mutations.

If the creatures are exposed to the blood of their target (requiring all four attacks to hit at once), they often will go into a feeding frenzy. This requires the creatures to make a saving throw versus stun or they will attack the nearest target – including members of their own pack! This frenzy will last for 2d4 rounds, and each round they must attack the closest target, no matter what. Once the frenzy ends, then the beasts can act normally.

Although they are aggressive, they are easily frightened and are quite cowardly. They prefer to attack in small groups, often ignoring larger groups in preference of individuals or those who are already wounded, asleep, or otherwise easy prey. If they suffer even one point of damage in combat, unless they are in blood frenzy, they are forced to make a moral check or flee.

The only time this will not happen is if a female is with her offspring, at which time she will always remain and fight to the death (no moral check required) in order to protect her offspring. The males are not quite as paternal as this, as they honestly do not care about their offspring.

Mutations: Aberrant form (natural weapons, xenomorphism – chimera), chameleon epidermis, flight: psionic, increased senses (hearing and sight)

Series Two Index