New Mutant Monday Series Two #70 - Owbeark

Chris Van Deelen

No. Enc: 1
Alignment:  Neutral
Movement: 90’ (30’) Land
                  150’ (50’) Swim
AC: 4
HD: 15
Attacks: 1 bite, 2 tentacle lashes, and 2 rear paws
Damage: 3d8+4, 2d4+4 / 2d4+4, 2d8+4 / 2d8+4
Save: L20
Morale: 8
Hoard Class: I, II, III, VIII (75% any small artifact)

The Chimerian’s are famous or infamous, depending on the survivor’s point of view, for creating strange and nigh impossible genetic combinations of creatures mother nature never intended to see breathe.

This particular monstrosity was created by a more ambitious geneticist in the organization, which decided it would be a great idea to combine the genetic structure of three distinctly different species into one.

And that did not work out very well.

The end result was a creature which is terrifying and a deadly predator both in the water, and on land, as this monstrosity can easily survive in both environments! No one knows what exactly happened to the geneticist who created this monster, although rumors do abound in the various communities to his or her fate after releasing the chimera monster into the wilds of the Pacific Northwest.

The monster is massive, having the body of a brown bear, and when it stands on its hind legs, the creature can easily top eight feet in height, and the average specimen weighs in excess of five hundred pounds. The head is that of a great white shark, but instead of the typical rough-textured flesh, the head is covered with fur. The monster also possesses two long tentacles instead of forpaws, which it can use just as easily to move on all fours as it could when running. The rear paws are nearly three times the size of a normal bear’s, and the space between the claws is webbed, giving the creature heightened speed while travelling through the water.

The beast can breathe both oxygen and water, meaning that when it hunts, it can easily stay in both environments, and easily double’s the territory it can claim for this purpose.

Engaging this monster in combat is a dangerous and often fatal proposition for those who are brave or foolish enough to attempt to do so. The bite of this monster is devastating, and if the attack roll is a natural 17 or better, 1d3 teeth are left in the wound. Each of these teeth will cause an additional 1d4+1 point of damage per round until they are removed, which takes a single round per tooth. If the creature is in the water, it will gain an additional two attacks, using its rear claws to great effectiveness. The creature can choose to use the tentacles as well. They are highly elastic and as such they can lash out at targets up to fifteen feet from their body. If the creature rolls a natural 20, the tentacle will wrap around the targets neck, inflicting triple damage and will require a grapple check to remove. The beast has strength of 22 for this purpose and as long as it grapples, it will inflict maximum damage every round (no roll to hit or damage necessary).

Although very hard to injure, once these creatures have been reduced to half or less hit points, they must make a moral check. If the check fails, they will flee – leaving behind a cloud of toxic ink. The environment does not matter, be it water or air. The cloud will have a 30 foot radius, centered on the beast, and it is as black as night. Those caught inside will be incapable of seeing anything, and to make matters worse, the cloud is toxic. It is a class 4 poison, but it is also acidic, inflicting 1d6 points of damage each round a target is touching it, and even if the target leaves, it will continue to burn for an additional 1d4 rounds! The poison will only harm a target once, however. The creature can produce this cloud once per day.

These creatures are very territorial and will not tolerate the presence of others of their kind, except when the female goes into heat, which is typically during the late fall. At this time she will produce pheromones which spread widely on both air and water currents, and will attract 3d6 males. These males will battle it out, sometimes to the death, for the right to mate with the female. After mating has occurred, she will lay a cluster of 1d4 large, leathery eggs in the shallows near the shore. She will protect the eggs with the fierceness female bears are known for and will also hunt and kill creatures, which she rips apart and spreads the offal around the eggs, allowing the decaying matter to provide then nutrients the eggs need to develop. The eggs require five months to develop, and they then hatch. The cubs require another three years to develop fully and they are constantly watched over by the female.

It has been discovered these creatures are fully capable of eating just about anything, although they do prefer to consume flesh and plant matter. Quite often small items are left inside their stomachs which are not harmed by the acids used to break down organic material, and typically these items pass in a few months. When one of the beasts is killed, the hunters will often open the creature up and see what, if anything - can be found.

Mutations: Aberrant form (natural weapons, xenomorphism – chimera), toxic weapon

Series Two Index