New Mutant Monday Series Two #90 - Nars

Chris Van Deelen

No. Enc: 4d4
Alignment:  Neutral
Movement: 90’ (30’)
AC: 6
HD: 12
Attacks: 1 horn or1 bite
Damage: 1d12+4  or 2d4+4
Save: L12
Morale: 8
Hoard Class: N/A

Little changed from their ancestors, these whales still can be found in the coldest parts of the world’s oceans.

Although still similar in overall size and shape to their un-mutated ancestors, these creatures are larger, with the average member being about 25 feet in length, and weighing in excess of 4000 pounds. The skin is dark grey, but they have adapted to change color, depending on where they are located. The mouth is filled with long, sharp teeth, which are more appropriate for predatory species. They still possess the long horn, which can grow up to nine feet in length.

These creatures live and hunt in packs, and have developed a hunting tactic which is very similar to that of killer whales. They will often break up into small groups in order to surround and herd prey towards a specific location before attacking and devouring.

Their food consists mainly of fish, but they are not above hunting other creatures, and do have a taste for the various seal species which live along the shores and on the arctic ice-flows. And they will attack and kill humanoids without reservation.

These creatures mate for life, and they can be quite long lived, with the typical creature living up to 80 years in the wild. The females will mate and give birth about every six years, usually producing between one and three young. The offspring take about eight years to mature. The young are kept in the middle of the pod, always protected on all sides by the adults to keep them safe from the few predators which actively hunt these creatures.

Some believe they are intelligent, especially due to the tactics they use when hunting, but they are only slightly more intelligent than their distant ancestors. They do use tactics, and are quite cunning, but that is the extent of it.

When they engage in hunting or combat, the creatures will employ a strange and deadly attack. They will shoot the horn from their skulls, at a range of up to 100 feet. The horn will spin and is highly accurate, giving the creatures a +2 to hit. After the victim has been impaled, the horn will then teleport, bringing the victim with it, back to the creature. If the victim weighs more than 200 pounds, this will not work, but the horn will teleport back at any rate. This does not include gear, only the weight of the creature itself, and as a result, more often than not, the victim arrives naked and vulnerable, within easy reach of the creature’s bite attack.

These monsters can also charge at a target, and as long as they have a straight line of sight, they can charge targets which are up to double its normal movement rate away. This charge gives the creatures a +2 to hit and if the attack succeeds, the horn will inflict double damage.

Any creature impaled by the horn will automatically suffer the horn’s damage each round, until it is physically removed or the impaled victim pulls its body off the horn, inflicting the regular damage for that round. The victim is then allowed a saving throw versus stun. If it fails, the victim will bleed out 1d6 points of blood per round until the wound is tended to.

Impaled targets will be bitten by other members of the hunting back, and they enjoy a +2 to hit with these attacks.

It should be noted the creatures are completely immune to cold and sonic-based attacks, and due to the thickness of their flesh, they likewise gain a damage reduction of six against all manner of physical (including energy) attacks, but are still fully vulnerable to psionic attacks.

Mutations: Aberrant form (natural weapons), damage reduction, immunity, teleport (modified)

Series Two Index