New Mutant Monday Series Two #72 - Abyssal Biter

Chris Van Deelen

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

If anyone thought the creatures living in the deepest, darkest and most inhospitable locations in the ocean would be spared the effects of the final wars, they were wrong. Radiation and mutagenic compounds found their way into every corner of the globe, even regions which had barely been explored before the fall of civilization as it was known.

And of course the life which managed to thrive in this hostile and heavily pressurized region of the plant mutated as a result.

The ancestors of these creatures were originally quite small, only being a few inches in length. Radiation altered their genetic code and produced monsters which easily grow up to twelve feet in length. They are eyeless and have small fins just behind the rock-hard skull. The creature is more akin to an eel or even a snake, than it is to any type of fish. In fact when the creature is on the surface, it can slither and shimmy across any type of terrain in the same manner as a snake. The flesh is white, with a pinkish tinge along the dorsal fin and the tail, and the mouth is wide, filled with needle-like teeth.

To fight one of these mutant creatures is difficult, and can be hazardous for the combatant’s health, to say the least. The bite is so powerful that it requires only a single to hit roll. After this, each round the target is allowed a grapple check, with the creature having Strength of 12+1 for every hit dice over 4. If the target fails to break the grapple, the creature will automatically inflict its bite damage without having to roll. Anyone making physical contact with the creature will likewise suffer from the acidic slime covering its scale-less flesh. Each round of contact will inflict 1d6+1 points of acid damage and this will continue to injure those who have touched it for another 1d4 rounds after contact has been broken. Water will not wash away this acid, only a material with a strong base, such as baking soda. Finally the creature is able to wrap its body around a target, automatically covering the target with the acid slime, and it can constrict. The constriction damage will likewise be automatic if a grapple check fails, with the same modifier mentioned above.

Striking the creature with any type of piercing weapon is very dangerous. The flesh seems to be malleable and soft, but really it is holding back great internal pressure. Any attack that slices or pierces the flesh will send out a brief jet of blood. The attacker is allowed a saving throw versus stun or they will suffer 1d6 points of damage from the powerful spray. This will only last a single round before the wound automatically closes and prevents more blood loss.

It is all but impossible for anyone to get surprise on these creatures, as despite being eyeless, their other senses are highly acute, and their whole body acts like optical nerves. The creature also possesses a powerful, highly attuned type of echolocation which it can use to pin-point targets up to a half mile away.

These creatures are omnivores and prefer to scavenge from corpses which somehow float from the surface and eventually come to rest on the floors of the deepest part of the ocean. They are also capable predators and if scavenging is scarce, they can easily hunt down prey.

Over the years since their initial appearance, these creatures have been spotted on every coastline across the globe, even in the most inhospitable regions such as the arctic. They are not affected by temperatures, and many have managed to crawl inland and are now taking up residence in lakes and rivers. It is speculated the creatures will eventually be found everywhere. This is quite disconcerting as the monsters often hunt entire regions clear of prey, easily taking over the ecosystems and causing irreparable damage.

To make matters worse, the flesh of these creatures is toxic to almost anyone who attempts to consume it. The flesh is acidic, causing the same damage as mentioned, and also is a class 5 poison, but only to those who have attempted to consume it.

Mutations: Aberrant form (natural weapons), dermal poison slime, echolocation, toxic weapon.

Series Two Index