The Signs of our Times
Hideous mutants that prowl the subways
Mutant Creeper CR 4; Medium-size mutated human; HD 4d8+2; hp 34; Mas 16; Initiative+3; Speed 40 feet; Defence 17, Touch 17, Flat-Footed 14; BAB +3; GRAP +3; ATK+1; Bite 1d6+5 plus acidic saliva 1d6 acid damage, 4 claws 1d6+5; FS 5 ft; Reach 1; Mutations: Blood Hunger, Light Sensitivity, Mindslave, Pheromone Repulsion, Ultraviolet Allergy, Extra Arms, Acidic Saliva, Claws, Fangs, Leaper, Wall Crawler, Direction Sense, Mutation Template, Darkvision 60 ft; Saves: Fort: +3, Ref: +7, Will: +2; Abilities: Strength 17, Dexterity 17, Constitution 14, Intelligence 10, Wisdom 16, Charisma 11; Skills: Balance+5, Climb+3, Concentration+2, Drive+3, Escape Artist+5, Gamble+3, Hide+11, Jump+22, Listen+5, Move Silently+11, Ride+3, Sense Motive+3, Spot+5, Survival+9, Swim+3, Treat Injury+3, Tumble+9; Feats: Alertness, Improved Damage Threshold, Lightning Reflexes, Nimble, Simple Weapon Proficiancy, Stealthy, Toughness x1, Multiattack BLOOD HUNGER [DRAWBACK] Mutant Creepers crave the taste of blood. Moreover, they need to drink blood to survive. They must drain a pint of blood from a living creature once every 24 hours. Doing so is an attack action, and they can only drain blood from a willing, helpless, or dying (but not dead) creature. The bitten creature takes normal damage from the bite attack plus an extra 1d6 points of damage from the blood loss. If a Creeper go 24 hours without consuming blood, it take 1d4 points of Constitution damage. Drinking a pint of blood cures the ability damage caused by blood deprivation in 1d6 rounds. Ability damage caused by blood deprivation cannot be restored through natural healing. LIGHT SENSITIVITY [DRAWBACK] Mutant Creepers eyes cannot adjust to bright light. Abrupt exposure to bright light (such as sunlight) blinds them for 1 round. On subsequent rounds, they take a –1 penalty on attack rolls, Search checks, and Spot checks as long as they remainin the affected area. PHEROMONE REPULSION [DRAWBACK] Mutant Creepers release pheromones that other creatures find repulsive. Mutant Creepers take a –4 penalty on all Diplomacy and Handle Animal checks made against creatures within 30 feet of them. ULTRAVIOLET ALLERGY [DRAWBACK] Ultraviolet light burns Creepers flesh and causes it to ignite. Ultraviolet light (including direct sunlight) burns Creepers for 2d6 points of fire damage per round. WALL CRAWLER As long as your hands and feet are uncovered, you can climb perfectly smooth, flat, vertical surfaces. In addition, you gain a +4 mutation bonus on all Climb checks. Wearing gloves or footwear reduces the bonus to +2, and wearing both gloves and footwear negates the bonus entirely. You also gain a +4 mutation bonus on Balance checks when moving a cross a slippery surface. Wearing any kind of footwear negates this bonus.
First encountered in the chapter, In the Dark