Back in 2015 my twelve year old daughter gleefully presented me with the following creatures for our games. There is a picture for each mutated animal and a brief description followed by suggestions for mutations and reactions. She stated to me that she would like to have them available for others to use in their adventures. So we begin our series of creatures with:
Lahbkatts |
L-24 or Lahbkatt
AC: 6 Hit Points: 48 (halve number for kittens)
Movement: 12 / 16/ 20
Rad Res: 15 Con: 8
Men Res: 7 Str: 6
Dex: 16
Defect: none
Mutations: GM's roll for 4 physical mutations and pick the most lethal combination of two for each Lahb-Katt encountered.
Appearance: Lahb-Khatts are the size of average tame household cats (6 -12 lbs) from which they are descended. They are encountered in groups of 2-4. There is a 2 in 6 chance that the group encountered is a female with her young. On rare occasion (1 in 12) you can encounter a single large Tom-cat of up to 25lbs. All Lahb-Katts bear the same unique fur coloring. The upper body is a black jagged pattern which fades to gray then white until reaching the red underbelly. The eyes range from startling green to gold, and at night can be seen reflecting light sources as they prowl around.
Normal Reaction: Lahb-Katts are very curious and will follow PC's, wait till they are at rest and attempt to sneak in for a kill. Lahb-Katts will work together to drag off small prey or items.
Terrain: Lahb-Katts can be found just about anywhere. Large numbers roam dark alleys in city blocks (Double standard encounter number).
Attacking: Lahb-Katts always attack with their most lethal ranged mutations first if any, followed by melee attacks. Besides any physical mutations all Lahb-Katts have razor sharp claws which they employ to great effect doing 4d6 damage. The large Tom's can do up to 8d6 damage.
Procreating: The females will mate with many Tom's and gestate the most lethal combination of mutations into 2 -3 kittens. The kittens are just as deadly as the adults and have the added bonus of being super cute.
Carlin or "Flesh tearers" |
CARLIN
AC: 5 Hit Points: 24
Movement: 12 / 16/ 20
Rad Res: 9 Con: 4
Men Res: 5 Str: 3
Dex: 12
Defect: none
Mutations: Heightened sense - smell
Appearance: The Carlin has bright red feathers that fade to black and then to white on the underbelly. It is a mutated version of the Cardinal that was crossed with Vulture DNA.
Normal Reaction: Carlins will fly off if spooked or caught by surprise. However if there are wounded creatures nearby the Carlins are drawn to the scent of blood. A Carlin flock will be drawn to battle sights by the scent of blood and they will attack any already wounded or freshly dead creatures.
Terrain: Any, except Arctic or Desert.
Attacking: Carlins attack in great flocks flapping pecking and scratching chaos! The serrated beak of a carlin can shear off flesh for 1d6 damage. An attacking flock inflicts from 10 - 60 D6 damage. Roll 1d6 and multiply by ten for flock size!
Procreating: As normal birds.
The third and final entry in the trilogy of creatures my daughter created for me to use in Metamorphosis Alpha. I give you the:
Lunartipse
AC: 8 Hit Points: 6 - 24 (depending upon size)
Movement: 2 in water only No. App.: 2-16
Rad Res: 18 Con: 1 - 4 ( by size)
Men Res: 3 Str: 3
Dex: 3
Stinger Tendrils: Intensity 14 paralytic Poison.
Defect: none
Mutations:
Bioluminosity - range 10', duration 3 hours, Mutation Manual pg. 4.
Radiated Eyes variant: The Lunartipse can store up radiation and release it bursts like a grenade. They can do this once every 4 melee rounds in a 5 yard radius. Intensity level 10.
The Lunartipse would most likely be found on Deck 15, or any large body of water.
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