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The Mutophage: Creature
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# The Mutophage: Creatures The world of the "The Source" is a post-post-apocalyptic society throughout whose history the specters of both Life and Death have loomed large. At the end of the old world, in the struggle for power, vast amounts of creative energies were poured into new forms of life. The mutophagi, singularly "mutophage" ("muto" for short, sometimes derogatorily "mangle"), are thought to be a byproduct of this creation, a race of creatures who, as legend holds, created themselves from the leavings of others. As a result, the mutophagi maintain strange abilities; a race of scavengers, they take the form of what they eat, slowly transforming over time. In addition, they still have the taint of creation on them, making them a feared foe in the wastelands to the present day.
### Appearance
Physically, the mutophagi share one obvious trait: the forms they take are mutated and often warped versions of what they eat. On first look, a mutophage, depending on type, could be confused to be wearing the skin (or, as with Dogs, viscera) of other creatures. Oftentimes at a distance, it's hard to judge whether a creature is a mutophage or not, though close up, this uncertainty disappears.
### Language and Naming
Muto use a series of chittering sounds and clicks to communicate with each other. Known as Mutolex, or simply Muto (or, again, derogatorily as Mangle), no effort has been made to understand this language. Speaking Common can be a challenge for a muto, but it is normally the only option available for communication. As, to most races, Muto sounds like animalistic noise, muto names can be difficult to pronounce, and for that and other reasons, traditionally most other races refuse to attempt it. As a result, in the very rare occassion that muto interact with other creatures, they will often take the names of non-muto creatures, places, or even objects, as their own.
### Behavior
Muto are, by nature, shy and skittish creatures, only really attacking if a group of other creatures invades their territory. They know from experience that their kind is unwanted, and are often hunted as abominations. This does not mean that they are solitary creatures. Most muto live in clutches of various individual types. Some, like Diggers, tend to live on their own, but even they live with others of their phage type. When invaded, a singular muto will tend to act without malice, usually hiding away, though in numbers they might approach out of curiosity, only attacking if threatened In contrast, certain more aggressive types, like, again, Diggers, will attack mercilessly, with a clear motive to either drive out or kill trespassers, and so gain a food source for the coming weeks, or even months. \columnbreak
### Food Consumption
Though mutophagi are known for their particular appetites, they rarely eat, only needing to sate themselves once every few weeks. As they rarely need sustenance, they are notoriously picky eaters, only feasting on their preferred food source unless they have used certain abilities (most often to fight), which draw a vast amount of energy. When they are forced to defend themselves, or meld, they undergo "phage consumption" and are prone to eat almost anything at hand, even breaking certain taboos (such as non-Salvagers eating inanimate material), or risking attack by eating other sentient / sapient creatures.
### Mutophage Reproduction
Mutophage breeding is by and large a mystery. Early on after their discovery, many believed them to reproduce asexually, though this has fallen out of fashion; muto have been shown to form life-long bonds, though monogamy, or single pairing, is uncommon. Though there are no completely verifiable sources on the topic, the belief is that when a mutophage is born, they are without type, coming into existence as something akin to a human child (or perhaps more accurately a kangaroo joey). Whether or not this is true, phage type seems to pertain less to the types of muto in a particular clutch, and much more to the surrounding food sources. However, when a phage type is taken, it is believed that this type is maintained throughout the muto's lifetime.
Page 1 | Mutophage: Creature
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### Ancestry, Origin, and Myth
Whispered legend tells of a proto-phage "mother" that spawned all others, though accounts of this entity are questionable at best. Interestingly, there is a separate species known as the proto-phage. While there are definite similarities which point to a taxonomic relationship, proto-phagi have been shown to be unable to meld, either individually or with their seemingly more advanced descendant-cousins, and in actuality are thought to be another offshoot of this earlier "mother" (if such a thing exists) rather than preserved mutophage ancestry. These proto-phagi possess similar abilities to the mutophagi, but are much more animalistic and primitive in action and thought. In addition, they don't seem to have inherited the muto ability to mutate over time, instead spawning fully-formed in the moment of their creation and growing, as with most humanoid races. While there is a percieved connection between mutophagi and the undead - both in origin and in certain traits shared - despite all rumors, mutophagi are living creatures, and are more accurately described to be undead-eaters rather than undead themselves.
### Melding
Whether due to their ability to change shape according to feeding patterns, or perhaps their formation from a singular ancestor, the mutophagi possess a curious ability, which is central to their perceived danger. When a clutch of muto are threatened and that threat becomes existential, the clutch will meld, literally melting into each other, forming a creature often referred to simply as a "Mangle." This creature is much more difficult to handle, and wreaks destruction on a much larger scale than the individual mutophagi could separately. As of this writing, there is no known size limit of a melded Mangle; legend speaks of building-sized Mangle (known colloquially as "Devourers") which, in elden days, destroyed entire cities. Still, maintaining any melded form takes immense energy from the mutophagi that compose them, and so Devourers would only appear in the most rarified of circumstances. Once any melded (or composite) Mangle has been brought to a certain threshold of hit points, or has been active for a certain amount of time, that Mangle falls apart, separating into the various individuated mutophagi that compose it. There are theories that even these individuated mutophagi are composed of yet smaller versions of themselves - perhaps their proto-phage cousins - but this is pure speculation and has no basis in evidence.
### Alignment
Though muto are often labeled as "evil," this is by and large due to their proclivity for eating anything (even other sentient / sapient creatures), as well as the threat they, in and out of their melded forms, can pose to a "peaceful" settlement. It is not due to any particularly "evil" desire of the mutiphage other than the desire to survive, and to live unhindered. Your mileage may vary as to what this means to you.
Page 2 | Mutophage: Creature
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## Mangle Derivations
A mutophage can come in many shapes and sizes, from the small rat-like Spore Thrower to the large, ponderous Salvager. Each have their differences, but each share certain traits that make them incontrovertibly muto. The following muto forms are far from the only ones.
#### Spore Thrower (Mutophage)
These small rodent-like muto eat plants and fungi, and use spores that leach from their bodies to both throw off their enemies and heal their allies. While by themselves they aren't much of a threat, with a clutch of other phage types, they can easily turn the tide of battle. \columnbreak ___ > ## Spore Thrower (Mutophage) >*Small Monstrosity, Neutral* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 42 (6d6+18) > - **Speed** 25 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|15 (+2)|16 (+3)|8 (-1)|18 (+4)|4 (-3)| >___ > - **Skills** Stealth +5, Perception +6 > - **Damage Resistances** Poison > - **Condition Immunities** Poisoned, Diseased > - **Senses** Darkvision 60 ft., passive Perception 16 > - **Languages** Muto, Common > - **Spellsave DC** 14 (Wis) > - **Challenge** 1 (200 XP) > ___ > > ***Divergent Evolution.*** This muto uses its spore cloud to monitor its surroundings. It can’t be surprised by any creature within 10 ft. of it. It also has one extra digit on each hand which is long and sharp as a blade. > > ***Spore Cloud.*** Any muto that is within 10 ft. of this muto may use its reaction to gain 9 (1d8+4) hit points. > ___ > > ### Actions > ***Multiattack.*** The Spore Thrower makes up to two Slash attacks per turn. > > ***Slash.*** *Melee Weapon Attack:* +4 to hit, 5 ft. reach, one target. *Hit:* 6 (1d6+2) slashing damage. > ___ > > ### Reactions > > ***Spore Suffocation (Recharge 4-6).*** When a creature comes within 10 ft. of the Spore Thrower, the Spore Thrower may use its reaction to manifest its spore cloud for one round. While the spore cloud is manifest, each creatures inside 10 ft. of the Spore Thrower must make a DC 14 Constitution Spell Save or have difficulty breathing, resulting in disadvantage on attacks.
Page 3 | Mutophage: Derivations
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#### Rabid Dog (Mutophage)
Through generations of focused feeding, these mutophagi have taken on many features of their chosen prey. Even close up, an adventurer might mistake this particular mutophage for a horribly mutated and very ill dog, hence its name. Rabid Dogs usually travel in packs, either of other muto or of normal dogs, on whom they have an unnerving effect; any dog within the area must succeed on a Wisdom Saving throw or become enthralled with this muto. In addition to its various dog-like features, it has gained certain almost vampiric traits, perhaps from its insistence on eating only the dead and decaying. Of all solo muto (with the exception of certain isolationist variations), coming across a prowling group of Dogs, while not necessarily a death sentence, is certainly a bit of bad luck.
___ ___ > ## Rabid Dog (Mutophage) >*Medium Monstrosity, Neutral* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 50 (5d10+20) > - **Speed** 35 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|16 (+3)|18 (+4)|6 (-2)|16 (+3)|8 (-1)| >___ > - **Skills** Stealth +6 > - **Senses** Darkvision 60 ft., passive Perception 12 > - **Languages** Muto, Dog > - **Spellsave DC** 13 (Wis) > - **Challenge** 2 (450 XP) > ___ > ***Silent Predator.*** A Rabid Dog has advantage on stealth checks. > > ***Divergent Evolution.*** A Rabid Dog takes the form of a large, horrific dog. While a Rabid Dog doesn't have pack tactics, it can and will rile up local canines; any dog within 120 ft. must make a DC 13 Wisdom Saving Throw or join the Rabid Dog in battle. Any time a dog corralled in this way takes damage, it may make a new Wisdom Saving Throw. A Rabid Dog can and will collect dogs on its way to any fight that it is aware is impending, both for protection and sustenance. > ___ > > ### Actions > ***Multiattack.*** A Rabid Dog makes up to 3 attacks each turn: 1 Bite and 2 Claw > > ***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., 1 target. *Hit:* 7 (2d4+2) piercing damage. On hit, the creature must make a DC 13 Constitution Saving throw, taking an addition 7 (2d6) necrotic damage on a failure. > > ***Claw.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., 1 target. *Hit:* 6 (1d6+3) slashing damage. > > > \columnbreak > > ***Scavenge.*** A Rabid Dog may use its action to feed on one dead creature within 5 ft. of it. This restores 2d4+2 of the Muto's hit points. If the healing would surpass the Dog’s hit point maximum, then its hit point maximum is increased by that amount. > ___ > > ### Reactions > ***Howl.*** When a Rabid Dog or one of its allies is hit by an attack, it my use its reaction to sommon a nearby dog or mutophage of a type within the area may be drawn into combat. Roll a d20; on a 15 or above, a new dog or muto enters the fray. \pagebreak
#### Salvager (Mutophage)
These muto are huge, hulking creatures. They prefer to eat not the once-living but the always lifeless: constructs and structures, even rocks or trees if times are tough. They are slow and plodding, and other muto in their clutch will often allow a curious Salvager to approach trespassers as a gauge of hostility, as they are difficult to puncture and would otherwise miss a fight entirely, due to their slow speed. Still, with their nigh-impenetrable skin, these muto are indispensable shields for their brethren.
___ ___ > ## Salvager (Morphophage) >*Large Monstrosity, Neutral* > ___ > - **Armor Class** 14 (Natural Armor) > - **Hit Points** 72 (7d12 + 24) > - **Speed** 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|6 (-2)|19 (+4)|5 (-3)|14 (+2)|2 (-4)| >___ > - **Skills** Athletics +6 > - **Damage Resistances** Bludgeoning, Slashing, and Piercing from nonmagical sources (done to hide; if attacked from the inside it doesn't get these resistances) > - **Damage Immunities** Damage_Immunities > - **Condition Immunities** condition_Immunities > - **Senses** Darvision 60ft., passive Perception 12 > - **Languages** Muto > - **Spellsave DC** 14 (Con) > - **Challenge** 2 (450 XP) > ___ > > ***Divergent Evolution.*** Through eating tough materials, this muto has gained a thick hide. When a creature strikes this creature with a weapon that does piercing damage, it must succeed on a DC 14 Strength Save, or the weapon becomes lodged in the muto’s hide. The creature may take its action to pry the weapon loose. > > Also, instead of limbs, this muto has two tentacles, with which to slap and grab its opponents. In addition, its maw and throat are lined with jagged teeth made from various materials, including stone, masonry, and metal. > > ___ > > ### Actions > ***Multiattack.*** The Salvager makes up to two Slap and Grab attacks a turn. > > ***Slap.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (1d10+4) bludgeoning damage. > > > \columnbreak > > ***Grab.*** As an action, this muto may attempt to grab a creature within 5 ft. of it with one of its tentacles. When a tentacle is being used to grapple a creature, it can’t Slap or Grab. > > ***Swallow.*** As an action, the Salvager may attempt to swallow one creature that it has grappled. The muto and the creature roll opposed grapple checks. If the creature fails, it is swallowed. While inside the Salvager, it is blinded and restrained. For each turn the creature is inside the Salvager, it must succeed on a DC 14 Dexterity Saving throw or take 12 (3d6) slashing damage, or half as much on a success. > > If the creature remains in the Salvager for 4 turns, it is excreted; it is freed from the Salvager and no longer restrained, exiting prone. The same happens if the Salvager dies. If the creature dies while within the Salvager, the Salvager will excrete the creature's corpse. The Salvager can have only one target swallowed at a time. > > ***High Walk (Recharge 5-6).*** As an action, the Salvager can lift itself up onto its legs and give chase. For one turn, the Salvager gets a movement speed of 35 feet.
Page 5 | Mutophage: Derivations
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#### Digger (Mutophage)
Diggers are easily one of the most prickly and isolationist of the individuated muto. No one is quite sure when a split occurs with other phage types, if a split occurs at all; there is the possibility that Diggers are a subspecies, only giving birth to other Diggers. (This is somewhat refuted by their ability to meld with other muto types.) Diggers spend almost all of their life underground, and hunt in packs, utilizing subterranean speed and the element of surprise. In terms of appearance, Diggers have been described as akin to certain subterranean creatures, such as the naked molerat, but there is also a striking similarity to certain humanoid species. A colony of Diggers moving in next door is a worst-case scenario for any small settlement.
___ ___ > ## Digger (Mutophage) >*Medium Monstrosity, Neutral Evil* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 66 (8d10+16) > - **Speed** 20 ft., Burrow 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|16 (+3)|14 (+2)|8 (-1)|17 (+3)|2 (-4)| >___ > - **Skills** Stealth +7, Athletics +8 > - **Condition Immunities** Blinded > - **Senses** Tremorsense 60 ft., Blindsight 10 ft., passive Perception 13 > - **Languages** Muto, ??? > - **Spellsave DC** 13 (Wis) > - **Challenge Rating** 3 (700 XP) > ___ > ***Divergent Evolution.*** The Digger spends most of its life underground. As a result, they are nearly blind and move slowly on the surface, but move quickly and surely in darkness and underground. Diggers can move through earth, but not stone. > > ***Clutch Tactics.*** Diggers barely have contact even with other mangle. As a result, they spend most of their lives with a small clutch of 3 to 6 other Diggers. They are always within 120 ft. of clutch members, and are supremely attuned to the life signs of their clutch; if one is attacked, the rest know and immediately rush to its defense. > > ___ > > ### Actions > ***Multi-Attack.*** The Digger makes up to two Slash attacks per turn. > > ***Slash.*** Natural Weapon Attack: +6 to hit, range 5 ft., one target. On Hit: 9 (1d8+4) slashing damage. > > > \columnbreak > > ***Burst.*** A Digger erupts from the Earth, causing a fountain of dirt and stone to explode around it. Each creature within 5 ft. must succeed on a DC 13 Dexterity Saving throw or be knocked prone and take 8 (2d6) bludgeoning damage and 8 (2d6) slashing damage. On a successful save, the creature takes half damage and isn’t knocked prone. If the creature is standing on the space where the Digger erupts, it is pushed 5 ft. away into an unoccupied space. If no unoccupied space is within range, the creature instead falls prone in the Digger’s space. > ___ > > ### Reaction. > ***Burrow.*** When an attack would hit a Digger, it may use its reaction to drop back into its hole and burrow away, provided that it has enough movement. If the Digger uses this reaction, the attack misses its target. The Digger may choose to remain in the ground or come back to the surface after the attack anywhere within its movement range. To use this reaction, a Digger uses any remaining movement from its last turn. If it has no remaining movement, it cannot take this reaction. Whenever it runs out of movement, it must stop.
Page 6 | Mutophage: Derivations
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## Melded Muto
When muto meld, they don't always meld in the same way. One of very few similarities is that all melds have a "Break Point," or a hit point threshold where they fall apart. This **Break Point** is equal to 10% of the creature's starting hit points. Find each meld's Break Point in their *Composite Creature* feature. Here are a few different options, though these are far from the only ones.
#### The Mangle, CR 13+
As mentioned above, the Mangle can take many forms. When creating a Mangle, you can and should take characteristics from each included phage type. Choose abilities and add attributes according to what muto you choose to include, as detailed in the **Muto Inclusion** trait in The Mangle's stat block. At least three phage types must be used in the creation of a Mangle, while at least 15 overall muto must be included. ___ **Note:** Digger abilities have been included below, though traditionally Diggers would eschew melding with other phage types. However, Diggers have been known to meld with other phage types in particularly dire circumstances.
___ ___ > ## The Mangle (Muto Meld) >*Gargantuan Monstrosity, Neutral* > ___ > - **Armor Class** 18 (natural armor) > - **Hit Points** ~250+ (nd20+6n, where n equals the number of muto included) > - **Speed** 40 ft. (Burrowing Speed 40ft. with Digger) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|13 (+1)|22 (+6)|8 (-1)|19 (+4)|2 (-4)| >___ > - *(stats change with muto inclusion; see **Muto Inclusion** below)* > > - **Saving Throws** STR +8, CON +9 > - **Skills** Athletics +8 > - **Damage Resistances** Poison; Bludgeoning, Piercing, and Slashing from nonmagical weapons > - **Condition Immunities** poisoned, diseased, prone > - **Senses** Darkvision 60 ft. (Tremorsense 60 ft. with Digger) > - **Languages** Muto, and those languages spoken by included muto > - **Spellsave DC** 17 (Wis) > - **Challenge Rating** 13 (10,000 XP) > ___ > ***Muto Inclusion.*** The Mangle gets one from each category of the following, provided the Mangle is composed of at least 1 muto of that phage type: > > - Salvager: *Thick Hide* or +2 to Strength > - Spore: *Spore Vision* or +2 to Wisdom > - Dog: An extra attack or +2 to Dexterity > - Digger: Tremorsense to 60 feet or a burrowing speed of 40 feet > > > \columnbreak > > In addition, the Mangle may choose two abilities out of the following, provided the Mangle is composed of at least 1 muto of that phage type: > - Salvager: *Devour* > - Spore: *Spore Infestation* > - Dog: *Howl* > - Digger: *Breach* > ___ > ***Composite Creature.*** When The Mangle takes damage from a slashing weapon, some of its pieces are lost, and it loses maximum hit points equal to the slashing damage. These pieces have a DC 15 chance of reverting to their original form (roll a d3, dog on 1, salvager on 2, spore on 3). Once per turn, The Mangle may attempt to absorb a dead muto or piece of inert muto flesh into itself, gaining 14 (4d4+4) hit points. **Break Point:** ~20 hit points. > > ***Divergent Evolution.*** Instead of limbs, The Mangle has four massive spikes with which to skewer and lacerate. In addition, its maw is lined with jagged metal teeth. > > ***Thick Hide (with Salvager, if chosen).*** When a creature strikes this creature with a weapon that does piercing damage, it must succeed on either a DC 17 Strength check, or the weapon becomes lodged in the Mangle’s hide. The creature may use its action to remove the weapon from the hide. > > ***Spore Vision (with Spore Thrower, if chosen).*** The Mangle uses its spore cloud to monitor its surroundings. It can’t be surprised by any creature within 30 ft. of it. > > ___ \pagebreak
___ ___ > ### Actions > ***Multiattack.*** The Mangle makes up to 3 (or 4 with Dog, if chosen) Lacerate or Skewer attacks per turn. > (**Note:** *To Hit* and *Damage* values may change with muto inclusion; see **Muto Inclusion** above) > > ***Lacerate (STR attack).*** *Melee Weapon Attack:* +10 to hit, 5 ft. reach, one target. *Hit:* 13 (2d6+5) slashing damage. > > ***Skewer (DEX attack).*** *Melee Weapon Attack:* +6 to hit, 5 ft. reach, one target. *Hit:* 15 (4d6+1) piercing damage. When hit with this attack, a creature must succeed on DC 17 Dexterity Saving throw or become impaled. When the creature is impaled, The Mangle can’t use that blade to Lacerate or Skewer. An impaled creature is treated as grappled. At the end of the creature's turn, it may roll a new Dexterity Save to try and free itself (on a failure, it takes 8 (2d6) slashing damage), or an ally can use its action to help them down. > > ***Devour (with Salvager, if chosen).*** As an action, the Mangle may attempt to devour one creature it has grappled. The Mangle and the creature roll opposed grapple checks. If the creature fails, it is devoured. > >While inside the Mangle, the creature is blided and restrained, and has total cover against attacks and other Effects outside the Mangle. At the start of each of the Mangle's turns, it must succeed on a DC 17 Dexterity Saving throw or take 14 (4d6) slashing damage and 14 (4d6) necrotic damage, half as much on a success. The Mangle consumes half the necrotic damage dealt as hit points. The creature may attempt to cut its way free with any light slashing or piercing weapons. > > If the Mangle dies, a swallowed creature is no longer restrained, and can escape the corpse using 5 feet of movement, exiting prone. If the creature dies while inside the Mangle, it is absorbed by it, and cannot be revived. The Mangle can't Devour more than one creature at a time. > > ___ > > > \columnbreak > > > ### Reactions. > > ***Spore Infestation (with Spore Thrower, if chosen / Recharge 5-6).*** When the Mangle is hit by an attack, it may focus its spore cloud to attack enemy creatures. Creatures within 10ft. of The Mangle must make a DC17 Constitution saving throw or take 11 (3d6) necrotic damage. Each time the Mangle hit's that creature with an attack deals an additional 4 (1d6) necrotic damage until the creature makes this save0. The creature may make a new Constitution saving throw on each of its turns until it succeeds. > > ***Howl. (with Dog, if chosen)*** When the Mangle or any of its allies are hit by an attack, it may use its reaction to draw nearby mutophagi of a type within the area into combat. Roll a d20; on a 10 to 14, 2 new muto, or on a 15 or above, 3 new muto enter the fray. > > ___ > ### Legendary Actions. > ***Lacerate.*** The Mangle makes a *Lacerate* attack. > > ***Slice (DEX attack, 2 actions).*** *Melee Weapon Attack:* +6 to hit, 10 ft. reach, up to 3 targets. *Hit:* 8 (2d6) slashing damage. The Mangle makes an attack against up to 3 creatures in a 15 foot line within 15 feet, but doesn't add its Dexterity modifier to the damage roll. > > ***Breach (with Digger, if chosen / 3 actions).*** The Mangle may choose to burrow as a Legendary Action. While burrowing this way, it may move up to its burrowing speed and then again at the end of the following creature's turn before it erupts from the earth, causing a fountain of dirt and stone to explode around it. Each creature within 20 feet must succeed on a DC 17 Dexterity saving throw or be knocked prone and take 10 (3d6) bludgeoning damage and 10 (3d6) slashing damage. On a successful save, the creature takes half damage and isn’t knocked prone. > > If the creature is standing on the space where the Mangle erupts, it is pushed 20 ft. away into an unoccupied space. If no unoccupied space is within range, the creature instead falls prone in the Mangle’s space.
Page 8 | Mutophage: Melded Muto
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#### Megameld, CR 7+
"Megamelds" arise when several individuals of one phage type choose to meld. Megamelds are similar to their individuated varieties, except more potent. Typically, only highly antisocial and territorial muto, like the nomadic Diggers, tend to meld in this way, as, confronted with an existential threat, more tranditional muto communities would instead form a Mangle. Megamelds are bigger, better versions of a specific muto, allowing muto to gain greater proficiency with their specific class abilities. Megamelds use 1 die damage higher then their base form for attack damage, and their abilities are upgraded. Usually, a megameld will be composed of 3-4 individuals, so a clutch of Diggers, for example, can form 2-3 megamelds, referred to as Burrowers, as detailed below.
___ ___ > ## Burrower (Megameld) >*Large Monstrosity, Neutral Evil* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 154 (18d10 + 54) > - **Speed** 25 ft., Burrow 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|15 (+2)|17 (+3)|8 (-1)|18 (+4)|2 (-4)| >___ > - **Skills** Stealth +7, Athletics +8 > - **Condition Immunities** Blinded > - **Senses** Tremorsense 60 ft., Blindsight 10 ft., passive Perception 13 > - **Languages** Muto > - **Spellsave DC** 15 (Wis) > - **Challenge Rating** 7 (2,900 XP) > ___ > ***Composite Creature.*** When The Burrower takes damage from a slashing weapon, some of its pieces are lost, and it loses maximum hit points equal to the slashing damage. **Break Point:** 15 hit points. > > ***Divergent Evolution.*** The Digger spends most of its life underground, and its Composite Form is built for the same. As a result, they are nearly blind and move slowly on the surface, but move quickly and surely in darkness and underground. Burrowers can move through earth or stone. While moving through earth, they get double their movement speed. > > ***Clutch Tactics.*** Diggers barely have contact even with other muto. As a result, they spend most of their lives with a small clutch of 6 to 7 other Diggers. Even in composite form, they are always within 120 ft. of clutch members, and are supremely attuned to the life signs of their clutch; if one is attacked, the rest know and immediately rush to its defense. > ___ > > > > > \columnbreak > > ### Actions > ***Multi-Attack.*** The Digger makes up to three Slash attacks per turn. > > ***Slash.*** Natural Weapon Attack: +8 to hit, range 5 ft., one target. On Hit: 11 (1d10+5) slashing damage. > > ***Burst.*** The Burrower erupts from the Earth, causing a fountain of dirt and stone to explode around it. Each creature within 10 ft. must succeed on a DC15 Dexterity saving throw or be knocked prone and take 10 (4d6) bludgeoning damage and 10 (4d6) slashing damage. On a successful save, the creature takes half damage and isn’t knocked prone. If the creature is standing on the space where the Burrower erupts, it is pushed 10 ft. away into an unoccupied space. If no unoccupied space is within range, the creature instead falls prone in the Burrower’s space. > > If a creature is restrained by **Burrow**, it automatically fails its save is flung 15 feet in the direction of the Burst. If it hits another creature its size or smaller, they are both knocked prone. > > When not bursting through a Burrowed creature, a Burrower may leap up to its walking speed. > ___ > > ### Reaction. > ***Burrow.*** When an attack hits the Burrower, if it has remaining movement, it may use its reaction to dive into the ground, caving in a portion of dirt and rock underneath its attacker. This creature must make a DC15 Dexterity Saving throw or fall into the ground, where it is restrained by settling earth. The Burrower may choose to remain in the ground or come back to the surface after the attack anywhere within its movement range. > > To use this reaction, a Burrower uses any remaining movement from its last turn. If it has no remaining movement, it cannot take this reaction. Whenever it runs out of movement, it must stop.
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#### Micro, or "Tank" Meld, CR 3 to 5 Micromelds are only attempted when a small group of individual muto of differing phage types are taken unawares. Referred to as "panic" or "Tank" melds (due to another common usage, see *Tank Usage*) most often this occurs when particularly weak muto need a quick burst of power. As a result of their panicked or forced instantiation, micromelds aren't as powerful as other melds as they never fit together quite right. The formulation of this particular muto type is very straightforward: ___ - **Stats:** add together all remaining hit points of the composite muto; average AC, speed, and stats (rounding up); and add +1 to AC for each 2 muto included - **Traits:** choose a Divergent Evolution - **Abilities:** choose a specific attack from one of the composite phage types and then add a specific ability from each phage type (if a Dog is included, one of these may be an extra attack) - **Note:** At their base level Tanks get a multiattack of 2 attacks, and use ld8 on hit. The Tank also has all skill proficienies / senses / vulnerabilities / resistances / immunities as its component parts. A "Tank" must have at least 3 and can have no more than 8 muto, and two or three phage types. See the example stat block, which includes 2 Spore Throwers and 1 Dog. \columnbreak
##### Tank Usage The threat of the muto can inspire a variety of reactions, from fear to hatred to a lust for power. At times, when a group of non-muto creatures seek glory or status, they may attempt to capture and bond a group of disparate muto into what is often referred to as a "Tank." Forced to stay together, these pseudo-Mangle must eat almost continuously to survive, and often die off quickly due to forced violence or a lack of proper sustenance.
___ > ## Tank (Muto Meld) >*Medium / Large Monstrosity, Neutral* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 92 > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|16 (+3)|17 (+3)|8 (-1)|17 (+3)|6 (-2)| >___ > - **Skills** Stealth +5, Perception +5 > - **Damage Resistances** Poison > - **Condition Immunities** Poisoned, Diseased > - **Senses** Darkvision 60 ft., passive Perception 15 > - **Languages** Muto, Dog > - **Spellsave DC** 13 (Wis) > - **Challenge** 3 (450 XP) > ___ > ***Composite Creature.*** When this Tank takes damage from a slashing weapon, some of its pieces are lost, and it loses maximum hit points equal to the slashing damage. **Break Point:** 10 hit points. > > ***Divergent Evolution.*** This Tank takes the form of a large, horrific dog. While this Tank doesn't have pack tactics, it can and will rile up local canines; any dog within 120 ft. must make a DC 13 Wisdom Saving Throw or join the Tank in battle. Any time a dog corralled in this way takes damage, it may make a new Wisdom Saving Throw. This Tank can and will collect dogs on its way to any fight that it is aware is impending. > > ___ > > ### Actions > ***Multiattack.*** This Tank makes up to three Claw attacks per turn. > > ***Claw.*** *Melee Weapon Attack:* +5 to hit, 5 ft. reach, one target. *Hit:* 8 (1d8+3) slashing damage. > > ___ > ### Reactions > ***Spore Suffocation (Recharge 5-6).*** When a creature comes within 10 ft. of this Tank, the Tank may use its reaction to manifest a spore cloud for one round. While the spore cloud is manifest, each creatures within 10ft. of the Tank must make a DC 13 Constitution Spell Save or have difficulty breathing, resulting in disadvantage on attacks.
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## Legendary Muto For most muto, melding is a last ditch effort to escape or protect. Melds like the Burrower, with their faster burrow speed and ability to bore through rock, allow Diggers an opportunity to escape danger, while the formidable Mangle is used mostly to protect the homes the muto have claimed. Often, the muto who comprise a meld don't survive the melding, or change fundamentally because of it. Melding is never done hastily, and is never without consequence. "Devourers" represent neither escape nor protection. They are usually the result of a great amount of anger, fear, and pain on the part of the muto involved. Devourers aren't even possible under most circumstances, as muto don't live together in such high volumes. As a result, Devourers only ever occur when high numbers of muto are kept in captivity - whether for entertainment, labor, or warfare - or when they are driven together by some great antagonizing force. #### The Slither One of these legendary Devourers, the Slither is currently little more than a tall tale. Legends speak of the arm of a great god rising out of the earth to crush and smite an ancient city whose name has been lost to time. In practice, the Slither is a massive conglomeration of flesh that thrashes around and destroys anything it comes in contact with. It has no eyes, nose, or mouth, but does have a series of holes in its "face" that might be mistaken as such; at a glance, the titanic creature *could* be described as a gigantic arm, but is more akin to a massive, necrosing slug. The Slither is composed of at least 100 mangle of various types, including Salvager, Digger, and others. Perhaps due to the multitudinous reverberations of muto fear and anger coursing through it, the Slither was reported to take a certain pleasure in destruction; several "eye-witness accounts" reported low, metered rumbling, almost like laughter, emanating from the Slither as it tore through and pulled down the city. Consensus has it that the energy required to meld into the Slither permanently fused its composite creatures together. It is said that instead of being defeated, the Slither destroyed the city of its enslavement and died immediately after, as if the cost required for said destruction was equal to its own life. ___ > ## The Slither > *Titanic (90x90) Monstrosity, Chaotic Evil* > ___ > - AC 22 > - Hit Points 1150 (17d100 + 150) > - Speed 90 ft., burrow 120 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:---:|:---:|:---:|:---:|:---:|:---:| > |27(+8)|20(+5)|30(+10)|16(+3)|21(+5)|17(+3)| > ___ > - **Saving Throws** Strength +18, Constitution +21, Wisdom +16 > - **Skill** Athletics +18, Insight +16 > - **Damage Vulnerabilities** Psychic, Radiant > - **Damage Resistance** Poison, Lightning, Fire, Cold; Bludgeoning, Slashing, and Piercing from Magic Weapons > - **Damage Immunities** Bludgeoning, Slashing, and Piercing from Non-Magic Weapons; Necrotic > - **Condition Immunities** Poisoned, Diseased, Frightened, Charmed, Grappled, Restrained, Incapacitated, Paralyzed, Stunned > - **Senses** Darkvision 60 ft., Tremorsense 120 ft., passive Perception 20 > - **Languages** can understand Muto > - **Spellsave DC** 24 (Wis) > - **Challenge Rating** 40 (1,220,000 XP) > - **Proficiency Bonus** +11 >___ > ***Spun Carapace (Mythic Trait).*** When the Slither’s hit points are reduced to 0, it doesn’t die, but its carapace is broken open. To hold itself together, it winds its body tight like a steel wire, becoming something akin to a giant worm. As a result, its carapace becomes nigh impenetrable. The Slither’s Carapace has an AC of 21 and 500 hit points. It is immune to Bludgeoning, Slashing, and Piercing damage from non-magic weapons as well as Necrotic damage, and has resistant to all other damage types except Radiant and Acid, to which it is vulnerable, and Force damage. The Slither is destroyed once its Carapace is destroyed. The Slither is destroyed 1 hour after its Mythic Trait is activated. > > ***Feet on the Ground.*** The Slither has heightened tremorsense and can’t be surprised by any creature within 120 ft. of it that isn’t flying. > > ***Divergent Evolution.*** Instead of limbs, The Slither’s body is composed of cords and cables of flesh, which it uses to attack and grab its enemies. > > ***Legendary Resistances (3 per day).*** > >___
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___ ___ > ### Actions. > **Multiattack.** The Slither may use its Bellow, and then make three attacks from the following: Crush, Lasso, Lurch, or Slam. Lurch counts as movement. > > **Crush.** *Melee Weapon Attack:* +19 to hit, reach 15 ft., one target. *On Hit:* 35 (4d10+8) bludgeoning damage. > > **Lasso.** A creature within 30 ft. must succeed on a DC24 Dexterity Save or be grappled by the Slither. At the end of each of its subsequent turns, a creature may roll a new Dexterity Save. On a success, the creature escapes the grapple. > > **Slam.** A creature grappled by the Slither is flung up to 60 feet away. The creature must succeed on a DC 24 Dexterity Saving throw or take 50 (10d8) bludgeoning damage, half damage on a success, and is knocked prone. If thrown at another creature, that creature must succeed on a Dexterity Saving Throw or each takes half damage and are knocked prone. > > **Lurch (*Once per turn*).** Any creature within 20 feet in one direction of the Slither must succeed on a DC 24 Dexterity Saving throw or take 40 (6d10) bludgeoning damage and be knocked prone, half damage and no other effects on a success. This attack uses the Slither's movement. > > **Bellow.** The Slither bellows out a roar. Any creature within 120 ft. must succeed on a DC 24 Wisdom Saving Throw or become frightened of the Slither and spend the next minute running using its full movement to escape the Slither. The creature may make another Wisdom save at the end of each of its turns until it succeeds. If a creature succeeds on this saving throw, or the effect ends on the creature, it is immune to this effect for 24 hrs. > > > \columnbreak > >___ > > ### Legendary Actions. > The Slither can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Slither regains spent legendary actions at the start of its turn. > > **Crush.** The Slither makes a crush attack. > > **Lurch.** The Slither makes a lurch attack. This attack uses the Slither's movement on its next turn. > > **Earthquake (*2 actions*).** The Slither lifts itself up and slams its body into the ground. Any creature within 60 ft. of it must succeed on a DC 24 Dexterity Saving throw or be knocked prone. Any creature concentrating on a spell must succeed on a DC 24 Concentration check or concentration is broken. Structures within 60 ft. behave according to the ***Earthquake*** spell. > >___ > ### Mythic Action > If the Slither’s mythic trait is active, the options below replaces its legendary actions for one hour after using Spun Carapace. In addition, the Slither may no longer Bellow, and can only use the **Crush** or **Lurch** attacks on its turn. > > **Breach (*3 actions*).** The Slither burrows up to its movement speed, then erupts from the ground and crushes anything it lands on. A creature within a 120ft. sphere centered on the Slither's emergence point must make a DC 24 Dexterity saving throw or take 120 (20d10) bludgeoning damage and be knocked prone and stunned until the end of their next turn (half damage and knocked prone on a failure). A creature outside of the 120 ft. sphere but within a 150 ft. sphere must make a DC 24 Dexterity Saving throw or take half of the original damage and be knocked prone, or a quarter damage and no other effects on a success. Any structure hit by Breach is destroyed. Falling structures behave according to the ***Earthquake*** spell.
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Strange Biscuits
Making Weirder Content
Mutophagi were first put together as part of a video game / playtest campaign of a game entitled *The Source* (product pending). The game and its contents owe their existence to other games such as *Resident Evil*, *Silent Hill*, *Mother*, *Lisa*, *Nier*, and many more, in addition to books like Jeff Vandermeer's *Annihilation*, Karin Tidbeck's *Amatka*, China Mieville's *Perdido Street Station*, amongst others. I would also like to make mention of Christopher Delvo's "Mangle." Though the concept and application of the mutophage were developed independently, certain aspects of "The Mangle" have been referenced. Check it out in the credits. As always, though, much of the credit goes to friends and family who have supported me through many daft ventures. Cover Art: [Pieter Bruegel the Elder](https://www.widewalls.ch/magazine/imaginary-creatures-art)
[WWW.GMBINDER.COM](https://www.gmbinder.com)
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##### Credits ***Homebrew***
* [Christopher Delvo](https://lootthebody.org/2015/10/12/monstrous-monday-the-mangle/#:~:text=In%20essence%2C%20a%20mangle%20is,and%20pummel%20prey%20to%20death. "Monstrous Monday: The Mangle") ___ ***Images***
* [Gerald Markham Lewis](https://upload.wikimedia.org/wikipedia/commons/thumb/f/ff/Bunyip_%281935%29.jpg/300px-Bunyip_%281935%29.jpg "Bunyip") * [Arnoldus Montanus](https://the-public-domain-review.imgix.net/collections/arnoldus-montanus-new-and-unknown-world-1671/26980868832_307cf61113_b.jpg?w=600 "De Nieuwe en Onbekende Weereld") * [Odilon Rebon](https://www.gmbinder.com/images/6P52llg.png "Then a strange creature appeared with a head of a man and a body of a fish") * [Katsushika Hokusai](https://uploads4.wikiart.org/images/katsushika-hokusai/kappa.jpg!Large.jpg "Kappa") * [J Macfarlane](https://upload.wikimedia.org/wikipedia/commons/thumb/a/a8/Bunyip_1890.jpg/220px-Bunyip_1890.jpg "Illustration of a Bunyip") * [Salomon Savery](https://www.lookandlearn.com/history-images/preview/YR/YR0/YR0170/YR0170871_War-monster.jpg "War monster") * [Alvin Padayachee](https://i.insider.com/5d8e42d3f4fc24119e4f667b?width=700&format=jpeg&auto=webp "A drawing of the chupacabra") * [Louis Jean Desprez](https://www.lookandlearn.com/history-images/preview/YR/YR0/YR0723/YR0723443_Chimera.jpg "Chimera") * [Bakemono Zukushi](https://the-public-domain-review.imgix.net/collections/the-bakemono-zukushi-monster-scroll-18th-19th-century/Bakemono_Zukushi-section-4.jpg?fit=max&w=1200&h=850 "Bakemono Zukushi Monster Scroll") * [William Blake](https://upload.wikimedia.org/wikipedia/commons/thumb/b/b5/Behemoth3.jpg/170px-Behemoth3.jpg "Behemoth and Leviathan, from Illustrations of the Book of Job (1826)") * [Louis Le Breton](https://upload.wikimedia.org/wikipedia/commons/thumb/d/df/Ill_dict_infernal_p0139-123_buer.jpg/515px-Ill_dict_infernal_p0139-123_buer.jpg "Illustration du Dictionnaire infernal - Buer") * [Giacomo Rossignolo](http://address "Hellmouth in the fresco Last Judgment") * [Gustave Dore](https://upload.wikimedia.org/wikipedia/commons/3/38/122.The_Destruction_of_Leviathan.jpg "The Destruction of Leviathan") Check out more content at [awaveringspeck](https://www.gmbinder.com/profile/awaveringspeck "GM Binder")