So, I've done some big nasties and some real wierd ones, but today I thought I'd post a few smaller but just as freaky mutant ideas I had. These are all modifications on creatures that we know in our world as annoying, infesting vermin, but in the world of Mutant Future, each of them has been ramped up a bit, mutated into something much more dangerous.
Tig Weevil
No. Enc.: 4d6 (4d6)
Alignment: Neutral
Movement: 160’ (50’)
Armor Class: 4
Hit Dice: 1
Attacks: 1
Damage: 3d6 electrical shock
Save: L3
Morale: 4
Hoard Class: None
Tig Weevils are large beetle-like insects that generate an electrical field and which feed on electrical current and other power sources. Though not true weevils, they have been named so due to their annoying habit of getting into and spoiling perfectly serviceable goods. Tig weevils infest machinery, equipment, weapons, or any other device with an electrical power source including robots and androids. Creatures that generate electrical attacks or other similar abilities maybe very well find themselves on the tig weevil’s menu.
Mutations: Energy Absorption – Electricity, Energy Retaining Cell Structure, Reflective Epidermis – Electricity.
No. Enc.: 1 swarm (3 swarms)
Alignment: Neutral
Movement: 30’ (10’)
Armor Class: 7
Hit Dice: 2 to 4
Attacks: 1
Damage: 1d6 acid damage/turn
Save: L0
Morale: 11
Hoard Class: None
Slithering at a pace much faster than simple vegetarian snails, the army snails collect in swarms of hundred of individuals and set out in constant search of food, leaving a foaming glistening glaze across the landscape in their wake. Army snails are voracious omnivores and consume all organic matter they come in contact with, using the powerful acid secreted in the gooey emissions to break it down to a paste they can consume. Most creatures can avoid such a fate, but occasionally some ill-fated beast may find itself cornered or caught off guard, however in which case they are doomed to a searing painful death and consumption. The biggest threat is to vulnerable crops and habitat which, if stripped, can leave a community in dire straits.
Mutations: Toxic Weapon – Acid Secretions 1d6 acid/turn.
Swarm, Magfly
No. Enc.: 1 swarm (3 swarms)
Alignment: Neutral
Movement: 30’ (10’)
Fly: 120’ (40’)
Armor Class: 8
Hit Dice: 2 to 4
Attacks: 1
Damage: 1d6
Save: L0
Morale: 13
Hoard Class: None
Magflies are horrible mutations of conventional house flies that never shed their larval form entirely becoming flying flesh-eating worms instead of more harmless flies. Another thing that the magfly has lost is its limitation of eating only dead flesh. These nasty little creatures form buzzing, flesh-consuming clouds that chase anything living that they encounter.
Mutations: None
Yikes,
ReplyDeletePretty gruesome way to go!
I agree with Bill. Nicely creepy and disgusting :-) At the rate things are going, those who will truly inherit Gamma Terra will be those men once dismissed as garden pests...
ReplyDeleteIndeed! Or delicious seafood platters!
ReplyDelete