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Mutant, Mutant Orc

This mutated, eyeless, heavily scaled orc holds a crude club in one arm, but her other arm is withered and useless.

Mutant Orc CR 7

Source Numeria, Land of Fallen Stars pg. 52, Bestiary 5 pg. 180
XP 3,200
Mutant orc barbarian 7 (Pathfinder RPG Bestiary 222)
CE Medium aberration (orc)
Init +1; Senses blindsense 30 ft.; Perception +0

Defense

AC 16, touch 9, flat-footed 15 (+4 armor, +1 Dex, +3 natural, –2 rage)
hp 100 (7d12+49); fast healing 5
Fort +11, Ref +3, Will +4
Defensive Abilities ferocity, improved uncanny dodge, trap sense +2; DR 1/—; Immune gaze attacks, radiation, sight-based attacks, and visual effects

Offense

Speed 40 ft.
Melee mwk club +18/+13 (1d6+9)
Special Attacks rage (20 rounds/day), rage powers (powerful blow +2, quick reflexes, scent)

Tactics

Base Statistics When not raging, the barbarian’s statistics are AC 18, touch 11, flat-footed 17; hp 86; Fort +9, Will +2; Melee mwk club +16/+11 (1d6+7); Str 24, Con 18; CMB +14, CMD 25; Skills Climb +17, Swim +17.

Statistics

Str 28, Dex 12, Con 22, Int 6, Wis 11, Cha 4
Base Atk +7; CMB +16; CMD 25
Feats Blind-Fight, Cleave, Power Attack, Toughness, Weapon Focus (club)
Skills Acrobatics +11 (+15 when jumping), Climb +19, Swim +19
Languages Common, Orc
SQ deformities (blind, useless arm), fast movement, mutations (armored, fast healing, sonar), weapon familiarity

Ecology

Environment any (Numeria)
Organization solitary, pair, band (3–8), or tribe (9–30)
Treasure NPC gear (potion of bear’s endurance, potion of bull’s strength, potions of cure serious wounds [2], potion of lesser restoration, alchemist’s fire [3], tanglefoot bag, +1 studded leather, mwk club, amulet of natural armor +1, 15 gp)

Description

When long-term exposure to radiation doesn’t result in a creature’s death, it often mutates the creature into a twisted version of itself. Some of these mutations can be advantageous to the creature; others are unquestionably a hindrance to it. In either case, mutants are plentiful throughout Numeria, especially in the Felldales, where they band together into roving bands of loosely affiliated marauders, traveling the landscape in search of food, shelter, or whatever other things motivate their fractured and warped minds.

Creating a Mutant

“Mutant” is an acquired template that can be added to any living, corporeal creature. A mutant retains the base creature’s statistics and special abilities except as noted here.

CR: As base creature +1.

Type: The creature’s type changes to aberration. Do not recalculate HD, BAB, or saves.

Defensive Abilities: Mutants are immune to radiation.

Attacks: A mutant retains all the natural weapons, manufactured weapon attacks, and weapon and armor proficiencies of the base creature.

Special Abilities: A mutant retains any extraordinary and supernatural qualities of the base creature.

Mutations: A mutant gains one of the mutations below when it acquires this template, plus an additional mutation for every 4 HD it possesses. By taking an extra deformity, a mutant can add an additional beneficial mutation. Only the first extra deformity provides this benefit. A mutant that gains additional HD after acquiring this template does not gain additional special abilities.

Armored (Ex): The mutant’s natural armor bonus to AC increases by 2. This ability can be taken multiple times.

Bulbous Eyes (Ex) The mutant has darkvision with a range of 60 feet and low-light vision.

Celerity (Ex): As a swift action, the mutant gains the benefits of haste for 1 round. This ability can be used once every 1d4 rounds. The mutant has a +2 bonus on Initiative checks.

Extra Arm (Ex): The mutant has an extra arm and gains Multiweapon Fighting as a bonus feat if this mutation brings its total number of arms above two. This ability can be taken multiple times, adding an arm each time.

Fast Healing (Ex): The mutant has fast healing 5.

Feral (Ex): The mutant gains a bite attack and one claw attack for each arm or forelimb. These natural weapons deal damage based on the mutant’s size. If it already has these attacks, their damage improves by one size category.

Gills (Ex): The mutant has the aquatic subtype, the amphibious special ability, and a swim speed equal to its base speed.

Increased Speed (Ex): One of the mutant’s speeds increases by 10 feet. If this mutation is taken multiple times, apply it to a different speed each time.

Leaping (Ex): The mutant gains Acrobatics as a class skill and a +10 bonus on Acrobatics checks to jump. The mutant always counts as having a running start when jumping.

Mental Armor (Su): The mutant generates a protective field as mage armor while conscious. If its mental armor is removed, the mutant can restore it as a swift action.

Radiation Affinity (Ex): The mutant gains the advanced simple template when in areas of medium or stronger radiation (see page 26).

Rage (Ex): The mutant gains the ability to enter a manic rage, as the barbarian rage class feature. The mutant uses its HD as its barbarian level.

Resistance (Ex): The mutant has resistance 10 to a single energy type. This special ability can be selected multiple times, for the same or different types. Selecting it twice for one energy type grants resistance 20; taking it three times for the same energy type provides immunity.

Rugged (Ex): The mutant has DR 5/—.

Sealed Mind (Ex): The mutant is immune to mind-affecting effects.

Slam (Ex): The mutant gains a slam attack for each arm or forelimb. These attacks deal damage based on the mutant’s size. If the mutant already has a slam attack, its slam damage improves by one size category.

Sonar (Ex): The mutant has blindsense with a range of 30 feet and gains Blind-Fight as a bonus feat.

Spell-Like Ability (Sp): The mutant has one of the following spell-like abilities, usable at will unless noted otherwise: charm monster, charm person, chill metal, deep slumber, dimension door (3/day), dominate person (dominating a new character frees any previous dominated creature), heat metal, mirror image, modify memory, rage, shocking grasp, shout, sleep, suggestion, telekinesis. The mutant’s caster level is equal to its HD. The mutant can choose only spells with a level no higher than half its hit dice. This ability can be taken multiple times, choosing a different spell each time.

Stench (Ex): The mutant has the stench ability, with a duration of 1 minute.

Telepathy (Su, Sp): The mutant has telepathy with a range of 100 feet as a supernatural ability and detect thoughts as a spell-like ability, usable at will.

Wings (Ex): The mutant gains wings, granting it a fly speed of 40 feet with average maneuverability.

Deformities: Each mutant has one of the following deformities. It can take a second to gain an extra special ability as detailed above. If a deformity would not disadvantage the mutant, it cannot be taken.

Blind (Ex): The mutant cannot see, and gains the blinded condition unless it possesses a means of seeing other than normal vision, darkvision, or low-light vision. This blindness cannot be magically removed.

Deaf (Ex): The mutant can’t hear, and gains the deafened condition. This deafness cannot be magically removed.

Fragile (Ex): When the mutant fails a Fortitude save, it is staggered for 1 round.

Fractured Mind (Ex): When the mutant fails a Will save, it is confused for 1 round.

Lame (Ex): The mutant’s stunted legs reduce its base speed by 10 feet. This deformity cannot be taken if the mutant’s base speed is already slower than 20 feet.

Light Blindness (Ex): The mutant has the light blindness special ability. This deformity cannot be taken in conjunction with the blind deformity.

Mindless (Ex): The mutant gains the mindless trait. A mindless mutant has no Intelligence score, loses all feats and skills, and is immune to mind-affecting effects. A mutant with class levels retains its hit points, base attack bonus, and base saves from its class levels, but loses all weapon and armor proficiencies and other class abilities. This deformity may prevent the mutant from being eligible to take certain special abilities or using some of the base creature’s abilities, at the GM’s discretion.

Misshapen (Ex): Humanoid mutants only. The mutant cannot wear armor (including magical armor) fashioned for humanoid creatures. Armor made to fit the mutant costs twice as much.

Poor Ability (Ex): The mutant takes a –4 penalty to one ability score in addition to the normal ability score penalties applied by the template.

Spasms (Ex): When the mutant fails a Reflex save, it loses its Dexterity bonus to AC, on ranged attack rolls and attack rolls with finesse weapons, and on ability checks and skill checks, and it cannot take attacks of opportunity or immediate actions for 1 round.

Useless Arm (Ex): One of the mutant’s arms is malformed and useless.

Vulnerability (Ex): The mutant is vulnerable to one energy type. If the base creature has innate resistance or immunity to that energy type, it loses those abilities.

Abilities: A mutant gains a +4 bonus to two ability scores of its choice and takes a –2 penalty to two ability scores of its choice.

Skills: A mutant gains Climb, Intimidate, Knowledge (any one), Perception, Sense Motive, Survival, and Swim as class skills.

Creatures in "Mutant" Category

NameCR
Mutant Orc7