Friday, January 13, 2017

The Old World: Mutant for Swords & Wizardry




MUTANT

Hit Dice:
 1
Armor Class: 8 [11] 
Attacks: Club (1d4) or Sword, Long (1d8)
Saving Throw: 13
Special: Mutation
Move: 12
Alignment: Chaos 
Challenge Level/XP: 1 HD (1/15), 2 HD (2/30), 3 HD (3/60)

   The Mark of Chaos has granted Mutations, roll on the following table (d12):

   1) Chameleon (May cast Invisibility 3/day)
   2) Scaly Hide/Chitinous Shell (+3 to Armor Class)
   3) Tentacle/Multiple Arms (1 additional Attack)
   4) Multiple Eyes (Cannot be Surprised)
   5) Tough (+1 Hit Dice)
   6) Strong (+1 to melee Attack rolls)
   7) Spit Acid (1d6, range of 20 ft.)
   8) Coordinated (+1 to ranged Attack rolls)
   9) Fangs/Claws/Pincers (1d4)
 10) Two Heads (+1 to Saving Throws)
 11) Gigantic (+1 Hit Dice)
 12) Choose 2 Mutations


   Mutants include those born with Chaos mutations, as well as those that develop them later in life. Mutants range from individuals desperate to belong to the rest of society who conceal their deformity to the best of their ability, to those that embrace Chaos completely, join a cult, and turn all their efforts to overthrowing the Empire. Regardless of their intentions, many Mutants try to live as humans, if their mutations will permit it. If not, they are only alive because they either fled from the authorities or they were abandoned in the woods as children and the life of an outcast is the only one they’ve ever known. Some, particularly those with the animalistic appearances, may be adopted by Beastmen warbands.

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