New Mutant Monday Series Two #91 - Jackal Ghoul

Chris Van Deelen

No. Enc: 3d6
Alignment:  Chaotic
Movement: 90’ (30’)
AC: 4
HD: 6
Attacks: 1 bite (plus toxic weapon), 2 claws
Damage: 1d4+3 plus toxin (see description), 1d6+3 /  1d6+3
Save: L10
Morale: 8
Hoard Class: VII (70% 1d4 artifacts), X, XIII

These mutant creatures are the descendants of the Jackal breed which is commonly found in the Middle East. Having been exposed to not only radiation, but the uplift virus, these monsters have become the terror of the nearly-uninhabitable Middle East, and are most prevalent in the ruins of what had been Egypt. 

Over the past few years it has been discovered these horrible monsters have been found in North America, and seemed to have originated in the mega-ruins of both New York city and Los Angeles at the same time.  No one knows why or even how they got there, but several scholars are floating a theory around which indicates these creatures may have found some type of linked ‘gate’ or teleportation device and used it to make the journey from the blasted and radioactive ruins of the Middle East to far more fertile hunting grounds.

These creatures are in fact uplifted jackals, which have undergone massive mutation. They typically stand and walk on multi-jointed legs, and many of the species have attained at least 7 feet in height. They are completely hairless, and the flesh is a uniform dark-grey in coloration, although when they are hunting, they are able to blend perfectly into the background, allowing them to surprise on a 1-3 on a d6. Combined with their ability to cling to any surface, this makes these creatures formidable ambushers. The forepaws have mutated into hands with four fingers and an opposable thumb, and the eyes are a deep, ruby red in coloration.

They are intelligent, and live and hunt together in small tribes. These tribes make their lairs in ruins and caverns, sometimes even taking the time to burrow into the desert sands in order to stay away from the killing sunlight. They are fully capable of using technology and will often use ancient weapons and equipment, although armor is beyond their ability to employ due to their physiology.

The tribes are ruled by the smartest and most cunning member of the group, which typically is the one who is best able to provide food for the rest. The tribal leader can be challenged at any time, and if they are found unfit to rule, the former leader often becomes a meal to feed the rest. Sometimes this takes place through ritual combat, other times the leader is simply attacked and killed by the rest of the group, other times elaborate tests are enacted in order to determine who should be the leader.

These creatures require meat to survive, and typically the more rotted the better. They can live off fresh meat, and taste varies from individual to individual. The beasts have a unique type of toxin which they use when hunting.  When they engage in combat, they will attempt to attack from concealment, using ranged weapons if they possess any. If not they will attempt to bite their targets. Those who are successfully bitten are subjected to the unique toxin they produce. These creatures also will tear and rend with their natural claws. If they have one major vulnerability, it is ultraviolet light. Any UV weapon will inflict triple damage, while exposure to sunlight will cause 4d6 points of damage per round.

If a save versus poison fails, the victim’s flesh will begin to grow at an uncontrolled rate. In 2d4 rounds, the flesh will fuse along the limbs, while all the orifices will be covered over. Those creatures wearing anything will suffer 2d8 points of damage per round, and will lose 1d4 points of Dexterity. Once Dexterity reaches zero, the victim is completely immobile and will not be able to move. Any clothing or armor will be destroyed in the process. Once the toxin has run its course, the victim will not be able to breathe. Victims will suffocate typically in a matter of a minute or two, although this can be prevented if someone slices open the mouth and nose, inflicting 1d6 points of damage.

The growth is permanent, and in order to free the trapped limbs, the victim must withstand a painful procedure to cut the fused limbs free. This will inflict and additional 6d6 points of damage. Lost Dexterity will return at the victim’s natural healing rate per day.

Those victims who succumb to the toxin are always taken back to the creature’s lairs, where they will be consumed, sooner or later, depending on the level of ‘ripeness’ the individuals of the pack prefer.

These creatures can communicate, although they are often hard to understand due to the shape of their muzzles. They really have no interest in opening communications with others however, as they are still quite bestial, despite their intellect. They have no regard for the lives of other creatures, and often attack out of boredom or the pleasure inflicting pain and destruction on other thinking creatures brings to them.

They do not mate for life, and a female will often be taken by all male members of the tribe. She has a 12 month gestation period, after which time she will give birth to 2d3 pups. There is no way of knowing who the father is, and it is quite possible offspring could be sired by siblings or even their own parent, or offspring.

It takes 6 years for the young to reach sexual maturity, but before this happens, the pups are raised by the entire tribe.

Mutations: Aberrant form (natural weapons, xenomorphism), chameleon epidermis, clinging, increased senses (hearing, smell), toxic weapon (modified), thermal vision, ultraviolet vision, vulnerability (UV radiation)

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