New Mutant Monday Series Two #74 - Horrible Adaptor

Chris Van Deelen

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

Found only in the hottest tropical jungles, these mutant plants are the terror and bane to nearly all forms of life.

The plant looks like an eyeless snake, which moves on its tail. The mouth opens to reveal white, snake-like thorns and a single red tongue. The creature moves with great alacrity, moving on a series of hundreds of tiny tendrils. This allows the creature to move over nearly any type of terrain, and can even cling to almost any surface.

The monster is a carnivore, hunting and killing non-plants to consume and feed its nearly insatiable appetite. Although not all that physically imposing, the average specimen is only about five feet in height, and most weigh in around sixty pounds. What makes the creature so incredibly deadly is the fact it can produce a tailored toxin in order to kill anything it bites. This comes in two forms. First any creature approaching within 60 feet of the monster will be analyzed by a series of powerful chemical sensors. This will allow the monster to create class 5 poison, which will be specifically tailored to the creature in question. This toxin is then injected by either a bite, or it can be shot out of the mouth like a cobra spitting venom – with a range of 75 feet. This toxin automatically bypasses any type of immunity the creature would otherwise have, so immunity to poison will not help! It can use this attack 1d3 rounds after sampling the chemical traces left by the target, and will usually remain hidden while doing so.

The other attack this creature possesses is that it can bite and sample the genetic structure of the target. On the next round the creature will automatically create a nerve toxin, coded to the genetic genome of the target. On that round it can bite again, injecting class 20 poison! Even if the target succeeds in the saving throw, the Constitution loss can and often is quite devastating. Few creatures can survive being bitten by these monsters for very long.

Once the target has succumbed to the toxin, the plant will ignore everything around it, unless it is being attacked, and will begin to feed upon the now dead victim. It requires a single round per hit dice or Constitution score (not taking into account lost Constitution from the poison) to consume a creature. Only after it has finished eating will the plant then turn its attention onto other targets.

After the plant has consumed 25 hit dice or points of Constitution score will it then be ready to reproduce. When this happens, the creature will turn a deep green in color and the body will harden to a near iron-like consistency. The creature will then produce a number of flowers on small stalks (2d8 to be precise). The flowers need to bloom for 3 full weeks at which point they will fall from the body and leave for parts unknown in order to find a suitable place to root and they will spend their time drawing nutrients from the soil, growing at the rate of 1 hit dice per month until they reach their full hit dice total, at which time they can now produce the toxin they require to hunt.

It has been found that taking the sap of these creatures, and mixing it with the sacks which produce the toxin will create an elixir which is an antidote for all types of poison, including those which induce death – as long as it is administered within 120 minutes of death. This will even cure the loss of Constitution.

Mutations: Free movement, natural armor (plant), natural vegetal weapons, toxic weapon.

Series Two Index