Pigman
Thick Fat. You have resistance against poison damage, and have advantage on saving throws against poisoned.
Wolfman & Ratman
Keen Hearing and Smell: The wolfman has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Snakeman
Keen Smelling: The snakeman has advantage on Wisdom (Perception) checks that rely on smelling.
Batman
Keen Hearing: The batman has advantage on Wisdom (Perception) checks that rely on hearing.
Mokeyman
Four Hands: The monkeyman developed the Skills necessary to hold its own in close--quarters Grappling. It has gain the following benefits:
- Advantage on Attack rolls against a creature it is Grappling.
- Can use its action to try to pin a creature Grappled by it. To do so, make another grapple check. If it succeeds, it and the creature are both Restrained until the grapple ends.
Pigman : Punch
Wolfman : Multiattack, Bite, Claws
Ratman : Multiattack, Bite, Claws
Snakeman : Multiattack, Bite, Punch
Mokeyman : Multiattack, Bite, Punch
Batman : Multiattack, Bite, Claws
Multiattack. (Humanoid or Hybrid Form Only). Makes two attacks: two with its claws/punch or one with its bite and one with its claws.
Bite Melee Weapon Attack:+2 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be infected with Mutant-19 disease.
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
Punch. Melee Weapon Attack: + 2 to hit, reach 5 ft., one target. Hit: 5 (1d6) bludgeoning damage
Description
A humanoid that was struck by a mysterious magical disease develops the features of one creature that the magical diseased is derived from. Unlike lycanthropy, this is not a curse, but a magically formulated biological disease that has no known cure. Usually seen coughing, struggling to breath, mucus dripping from the snout. and attacks anyone indiscriminately, except it's own.
Upon infection of the disease, a humanoid will need to fight the disease (make death saving throws) at the end of each day for three days. the number of successes will determine the DC for the Con save:
1/3 - DC 18
2/3 - DC 13
3/3 - DC 8
If the humanoid fails the save, roll 1d6 to determine the mutation.
1 - Pigman - bearing the snout of a pig, but not much else.
2 - Wolfman - bearing the snout of a wolf, sharpened teeth, and hairy claws.
3 - Ratman - bearing the elongated face, larger than normal incisors, darkened eyes, slightly smaller hands covered in hair, and a long tail.
4 - Snakeman - scaley skin, reptilian eyes, and a flickering tongue.
5 - Monkeyman - enlongated digits on their feet, the big toe moves back like an apposable thumb giving the monkeyman two more hands, whole body covered in hair.
6 - Batman - pointed nose and sharp ears, bat like wings now hanging from their arms, lack eyes glossed over. makes sharp, high pitch noises.
all mutants become enraged and work together, not protecting each other, but not harming each other.
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