New Mutant Monday Series Two #71 - Squifungi

New Mutant Monday Series Two #71 - Squifungi

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It has been discovered that various species of fungus are exceptionally hearty when it comes to resisting the effects of radiation. Many different species remain completely unchanged in the post-apocalyptic landscape, some even seem to thrive on hard radiation, sometimes being the only life found in the hottest deathlands located across the globe. As such, it has led many of the wasteland scholars to speculate on how so many different type of mutant fungus life-forms have appeared.

Most scholars agree the only way such creatures have come about is through direct genetic tinkering, and there are those who blame the Chimerian faction for the creation of this particular type of mutant fungus – and the Chimerian’s flat out deny having anything to do with the creation of this strange form of fungal life.

The Chimerians strike once again. This time they have decided to see if they could create something nature never intended – or man, for that matter.

By genetically combining the Silverback Gorilla and the common raven, they have created a truly bizarre chimera which have left many people who have seen the strange little beasts scratching their heads in bewilderment.

The creatures are significantly smaller than the gorilla, but quite a bit larger and heavier than the raven. The average specimen is about four feet in height, and they weigh in excess of one hundred pounds. The body is that of a raven, but the head is pure gorilla.

For the most part, the creatures are quite skittish, and prefer to stay away from potential predators. They live in small flocks, almost like gorilla troop of old, and just like their ape ancestors, they have an alpha male who leads and protects the troop. This is not necessarily the strongest male; instead it is the most intelligent male present which takes this leadership role. They live high in trees, or in not easily accessible ruins or areas which will provide natural protection against predators.

They do pair off for mating purposes. The females will lay up to four eggs, which require a month to gestate. The young quickly grow to sexual maturity within a single year, and although they are watched over by the entire troop, they are carefully guarded and cared for by the mated pair.

Although not that imposing, the creatures can be quite dangerous when provoked into combat. They can use their talons to great effect, but instead of pecking, they can and will deliver a painful bite. What gave them their unique name is their ability to howl. This is an area effect weapon, and will cause 3d6 points of sonic-based damage, centered on the creature. Those with increased senses (hearing) will take double damage. These creatures are likewise immune to sonic-based attacks. They can use this ability once per day, and are careful enough to not use it at the same time as another member of their flock if multiple members are engaged in combat.

When not engaged in fighting, they love to sing. This is a very bizarre mixture of caws, clicks, and whistles, which also include grunts and ape-like howls.

They live off diets of fruit, grains, and insects. They are also quite partial to shiny objects and love to snatch shiny coins to line their nests and communal homes with. Sometimes gemstones and jewellery can likewise be found in their homes.

Mutations: Aberrant form (natural weapons, xenomorphism - chimera), immunity (sonics), shriek (modified)

Series Two Index

No. Enc: 2d12
Alignment: Neutral
Movement: 90’ (30’) ground
                  210’ (70’) Fly
AC: 5
HD: 2
Attacks: 1 bite, 2 claws and sonic howl
Damage: 1d6, 1d4+3 / 1d4+3, see description
Save: L2
Morale: 5
Hoard Class: I, II, III, X, XIII (70% both types)

No. Enc: 1 or see description
Alignment:  Chaotic
Movement: 90’ (30’)
AC: 2
HD: 1d4 hit points
Attacks: 1 bite or 1 sting
Damage: 1d2 or 1d3 plus class 4 poison
Save: L1
Morale: N/A
Hoard Class: Incidental

No. Enc: 1d6 or 2d10 in communities
Alignment:  Chaotic
Movement: 90’ (30’)
AC: 7
HD: 2
Attacks: By weapon or eyebeam (see description)
Damage: By weapon
Save: L2
Morale: 4
Hoard Class: I (x5), II (x5), VII (x5), X (x2)

No. Enc: 1
Alignment:  Neutral
Movement: N/A
AC: 6
HD: 14
Attacks: See description
Damage: See description
Save: L14
Morale: N/A
Hoard Class: VIII, IX, X, XIII, XIV (no coin, 45% for any type of artifact)

No. Enc: 2d3
Alignment:  Neutral
Movement: 90’ (30’)
AC: 4
HD: 4
Attacks: 1 bite, 1 tail slap, 2 bashes
Damage: 1d12+3, 1d8+3, 1d6+3 / 1d6+3
Save: L7
Morale: N/A
Hoard Class: Incidental

No. Enc: 1d6 or 3d100 in communities
Alignment:  Neutral
Movement: 90. (30’)
AC: 1
HD: 6
Attacks: 1 pincer, 1 stinger and one weapon
Damage: 2d6+2, 1d8+ class 7 poison, and by weapon type.
Save: L6
Morale: 8
Hoard Class: Always 1d3 handguns or melee weapons (70%/30%), I, II, III, VI, VIII (85%), XI XX

No. Enc: 1
Alignment:  Neutral
Movement: 90’ (30’)
AC: 7
HD: 14
Attacks: 1 bite, 1 tail barb or 1 constriction
Damage: 2d8+6 plus class 13 poison, 3d8+6, see description
Save: L14
Morale: 11
Hoard Class: Incidental

No. Enc: 2d12
Alignment:  Neutral
Movement: 30’ (10’)
AC: 3
HD: 1d4 hit points
Attacks: 1 bite
Damage: 1
Save: L1
Morale: N/A
Hoard Class: N/A

No. Enc: 3d8
Alignment:  Neutral
Movement: 60’ (20’)
AC: 1
HD: 2
Attacks: 1 bite, 1 claw
Damage: 1d8 plus acid, 2d6 plus grapple
Save: L6
Morale: N/A
Hoard Class: Incidental

No. Enc: 1
Alignment:  Neutral
Movement: N/A
AC: 4
HD: 8
Attacks: See description
Damage: See description
Save: L8
Morale: N/A
Hoard Class: Incidental

No. Enc: 1d6 (50d10 in major communities)
Alignment:  Chaotic
Movement: 90’ (30’)
AC: Based on armor
HD: 7
Attacks: By weapon (+3d6 if melee weapon), or Psionic ability
Damage: By weapon or Psionic ability
Save: L10
Morale: 5
Hoard Class: 1 melee weapon (100%), 50% chance of 1d2 high tech melee weapons, 35% chance of 1d4 high tech weapons, 25% chance of high tech armor. VII (90% each coin, 70% artifact, VIII, IX, X, XIII (80%)

No. Enc: 1d12
Alignment:  Neutral
Movement: 60’ (20’)
AC: 0
HD: 6-16
Attacks: 1 bite, 2 claws or 1 spit
Damage: 2d6+4 & special (see description), 1d8+2 / 1d8+2 or see description.
Save: 10
Morale: 11
Hoard Class: VIII, IX, X, XIII, XVII (70% and will include weapons and potentially armor)

No. Enc: 1d4
Alignment:  Neutral
Movement: 90’ (30’)
AC: 3
HD: 9
Attacks: 1 bite or one spit.
Damage: 1d8+3 plus poison, see description
Save: L9
Morale: 8
Hoard Class: Incidental

No. Enc: 1d4
Alignment:  Neutral
Movement: Immobile (see description)
AC: 7
HD: 10
Attacks: 1d4 roots and see description 
Damage: 1d8+5 per root and see description
Save: L12
Morale: N/A
Hoard Class: Incidental

No. Enc: 2d10
Alignment:  Neutral
Movement: 120’ (40’) Swimming
                   60’ (20’) land
AC: 5
HD: 4-12
Attacks: 1 bite, 1 constriction and special
Damage: 1d6+1 per hit dice over 4, 2d6+1 per hit dice over 4.
Save: L4-10
Morale: 10
Hoard Class: Incidental

No. Enc: 1
Alignment:  Neutral
Movement: 90’ (30’) fly
AC: 8
HD: 3
Attacks: 8 tentacles and one bash (see description)
Damage: 1d3 and see description
Save: L3
Morale: N/A
Hoard Class: VI (75% all types of coin), VIII, IX, XIV (artifacts only, 50%)

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New Mutant Monday Series Two #70 - Owbeark

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