Infectious. Mutants have to roll a 1d20 10+ to convert a creature to a mutant after biting it
Claw. Melee Attack: +6 to hit, reach 3 ft., 1 target. Hit: 5 (1d4 + 3) [slashing] damage.
Bite. Melee Attack: +4 to hit, reach 1 ft., 1 target. Hit: 5 (1d4 + 2) [piercing] damage.
Spores. Ranged attack: +10 to hit, reach 3/20 ft 5 targets. Hit:10 (1d20 + 0)
Venom. Ranged attack: +7 to hit, reach 7/20 ft 1 target. Hit:10 (1d4 + 0)
After biting a player it can poison them for 3 turns dealing 1d4 damage per turn
After using spores it can sacrifice a nearby mutant to do it again
Venom causes poison damage dealing 1d4 per turn for 2 turns
Screech. When an Alpha mutant is low on health or on fire it can screech deafening nearby creatures and if they roll a 1d20 12+ in 2 turns 2 more mutants will arrive to help
Always has 1d4 mutants near it when encountered
Description
A mutated and deformed mass of different infected creatures
Lair and Lair Actions
A large cavern of living flesh walls.
Lair Actions
On initiative count 9 (losing initiative ties), the Alpha Mutant takes a lair action to cause one of the following effects; the Alpha Mutant can’t use the same effect two rounds in a row:
- Bleeding Floors. The floors become sticky and slippery giving players a -4 on initiative
- Living Walls. The walls sprout bone spikes, if a player touches them, they become paralyzed for 1 turn and take 1d6 damage
Regional Effects
The region containing an Alpha Mutant’s lair is infested by mutants, which creates one or more of the following effects:
- Infestation. Mutants are far more common in this area
- Powersource. All nearby Mutants get +2 on strength checks
If the Alpha Mutant dies, these effects fade over 3 days.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/3/2022 6:16:44 PM
|
3
|
1
|
--
|
Coming Soon
|
|
|
10/4/2022 2:28:05 PM
|
0
|
1
|
--
|
Coming Soon
|
Comments