MUTANT
(Medium humanoid)
AC 10
Hit Points: 11 (2d8+2)
Speed: 30 ft.
STR 10(+0) DEX 10(+0) CON 12(+1) INT 19(+4) WIS 14(+2) CHA 14(+2)
Skills Insight +8
Senses passive Perception 12
Languages telepathy 120 ft.; Common
Mental Powers. A mutant has the equivalent of innate spellcasting based on Intelligence (save DC XX). They can utilize the following abilities:
At will: detect thoughts, dissonant whispers, dominate person
1/day: equivalent of phantasmal killer, clairvoyance
Combined Illusions. Three or more mutants working in concert (all concentrating) can great large scale illusions over long distances less than 5 mi.) similar to arcane mirage, hallucinatory terrain, or programmed illusion. Saving throws are the same as if one Mutant were creating them.
Actions:
Melee weapion--though Mutants tend to rely on mental powers.
The Mutants are a sect of humans living in the Forbidden Zone, in the underground ruins beneath what was once Manhattan. Exposure to radiation has led them to develop powerful psionic abilities but scarred features that they hide beneath human masks.
Mutants claim to be pacifists. There primary means of defense is not direct confrontation, but keeping enemies away. The stats above present an "average" psionically talented mutant. A guard would have slightly more robust physical abilities.
Some reports suggest the Mutants are able to mind control people over great distances as well as project illusions. Like the illusion powers, this is likely done by groups working together.
3 hours ago
3 comments:
Darned pesky mutants.
Bomb Almighty!
: )
Is there a save vs cobalt bomb? :-)
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