New Mutant Monday Series Two #89 - Evechanelp

Chris Van Deelen

No. Enc: 1d10
Alignment:  Neutral
Movement: 90’ (30’)
AC: 1
HD: 20
Attacks: 1 bite or tusks, 1d4 tentacles, 2 stomps or mental attack (see description)
Damage: 1d12+10 or 2d10+10 / 1d6+10 per tentacle, 5d6+10 or see description.
Save: L20
Morale: 11
Hoard Class: Incidental

Before the beginnings of hostility which led to the final wars, India was one the last bastion for the few remaining elephants, at least until cloning was introduced. Here the magnificent beasts were allowed to roam freely and were protected by the Indian Military and government, and those who attempted to poach these endangered beasts were dealt with harshly.

By the time the wars began, enough of the creatures had been either cloned or genetic material had been taken and stored away to ensure the survival of the species. Many samples and clones had been sent to different parts of the world, and due to the sheer bad luck of this occurring just as the wars began, few samples made it to their destined locations.

A few samples managed to fall into the hands of those who sought to turn the endangered beasts into a type of biological weapon to be used, and as was the case with many creatures, this did take place and turned out to be far more successful than anyone could have imagined.

End result was the typical beast was easily twice the size of their un-modified ancestors, being about fifteen to twenty feet in height at the shoulder, while weighing easily in excess of six tons. The creatures still retained four legs, but both ends developed heads, and even more heads seem to comprise most of the body. As a result, the creature ended up having 4+1d6 brains, which were all interconnected to form a vast network which had some surprising and unsettling results. Below it is mentioned several times the various attacks and defenses are based on the number of heads. This is always rounded down.

The creatures may not have human-level intellect, but they are more intelligent than most animals, and are fully capable of using reason and deduction to a point. They do not have an actual language but are capable of using empathy to communicate with one another and with other species. On top of their impressive size and natural weapons, the monsters possess an array of powerful mental attacks. They have 1d8+10 Will Power score, with an additional point per two heads.

Those foolish enough to try and fight these monsters have to deal with tusks, trampling, and trunks. The creature generally can attack from only one direction, but if foes are foolish enough to try and attack from both ends at the same time, it can freely attack from both, doubling its attacks per round. Also, on top of the aforementioned trunks, the creature has an additional 2d4 per side which grow seemingly at random, and anyone approaching the sides within 5 feet are subjected to these attacks.

 If that was not bad enough, the creatures will use their formidable mental attacks. The creature can make 1 mental attack for every two heads it possesses, and it is likewise allowed a mental defense for every two heads – which translates to the attacker having to successfully overcome the beasts Will Power in a psionic battle multiple times to allow the attack to succeed! The first attack is a mind thrust which will inflict a base 3d6 damage. This damage is increased by 1d6+2 per two heads the beast possesses.

Finally to add insult to injury, the beasts are able to generate a powerful sonic bellow from both ends. This is a cone effect, starting at 5 feet at the mouth, and will travel up to 120 feet, growing 5 feet wide for every 20 feet travelled. Anything caught in this cone will suffer 6d6 points of sonic damage.

The monster is also able to take any type of attack it has suffered from and convert the damage into psionic energy, which it can then use to psionically attack any target it can see. This is a mental attack and if the attack succeeds, the target will suffer the exact type of wound inflicted on the beast. This does not mean the beast is immune to damage – it is not. For example, it was hit by a laser, suffering 32 points of damage. It mentally takes this damage and makes a mental attack back at the creature which caused the damage, and if the attack succeeds, then the target likewise suffers 32 points of laser damage.  The creature can use this attack indefinitely.

Finally the creature is able to generate a mental blast which directly affects the target’s ego. This inflicts 4d4 points of psionic damage and the target loses 1d3 points of Charisma. The lost charisma is regained at the targets natural healing rate per day. This ability can be used 3 times per hour.

Due to the size of these beasts, they are likewise constantly hungry. They can eat vegetable matter, but they actually require bones – specifically the calcium located in such in order to survive. This means they will gladly strip the meat off any creature they encounter in order to get at the succulent and life-sustaining bones. Many of these creatures now inhabit the jungle-choked ruins of Asia, contentedly munching on the bones of the billions who met the grim reaper during the final wars.

Mutations: Aberrant form (natural weapons, extra body parts), copy damage effect, dietary requirement change (bone), ego slash, gigantism, mind thrust (modified), shriek (modified)

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