Magic-warping effects sometimes affect the very life force of creatures who wander the regions they affect. The dangerous effects of magic gone afoul infuse the bodies and essences of these wanderers. Those who spend too much time in these areas occasionally fall prey to the deadly energies that persist in these regions, and their bodies gradually decay more and more until they are so far removed from their original forms that they can be described only as mutants. Mutants often collaborate in small tribal groups with others similarly affected.
“Mana-Wasted Mutant” is an acquired template that can be added to any living, corporeal creature. A Mana-Wasted mutant retains the base creature’s statistics and special abilities except as noted here.
CR: As base creature +1.
Alignment: Any non-lawful.
Defensive Abilities: A Mana-Wasted mutant gains a +4 bonus on saves against mind-affecting effects, DR 5/cold iron (or DR 10/cold iron if the base creature has 11 HD or more), and spell resistance equal to 11 + its adjusted CR. Mana-Wasted mutants are immune to disease and poison.
Speed: A winged Mana-Wasted mutant’s maneuverability drops to clumsy. If the base creature flew magically, it loses this ability.
Melee: A Mana-Wasted mutant retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. It also gains a slam attack that deals damage based on the mutant’s size.
Spell-Like Abilities: A Mana-Wasted mutant loses access to any spell-like abilities the base creature may have had. Any spellcasting abilities gained from class levels remain unchanged.
Special Abilities: A Mana-Wasted mutant retains any extraordinary and supernatural special qualities of the base creature.
A Mana-Wasted mutant gains one of the following abilities for every 4 HD or fraction thereof (minimum 1–the first ability chosen must always be disease).
A Mana-Wasted mutant gains resistance to acid 10. This ability can be taken more than once. Each time it is taken, the Mana-Wasted mutant increases its resistance to acid by an additional 10. A Mana-Wasted mutant that gains acid resistance in excess of 30 becomes immune to acid instead.
Mana-Wasted mutants are often covered in necrotic pustules that burst at the slightest touch. Whenever a creature deals piercing or slashing damage to a Mana-Wasted mutant, all creatures adjacent to the Mana-Wasted mutant must succeed at a Reflex save (DC = 10 + 1/2 the Mana-Wasted mutant’s Hit Dice + the Mana-Wasted mutant’s Constitution modifier) or take acid damage as its boils and blisters pop and spray about. A Mana-Wasted mutant deals an amount of acid damage in this way based on its size (1d4 points of acid damage for a Medium Mana-Wasted mutant, 1d6 for a Large mutant, and so on).
A Mana-Wasted mutant can spray a 30-foot cone of acidic bile from its mouth as a standard action once every 1d4 rounds. The acid damage caused by this attack is equal to 1d6 per two Hit Dice the mutant possesses. A successful Reflex save (DC = 10 + 1/2 the Mana Waste mutant’s Hit Dice + the Mana Waste mutant’s Constitution modifier) halves any damage taken from this attack.
Even though Mana-Wasted mutants are immune to disease, they carry a deadly magical contagion that they spread with their slam attacks.
Mana fever: injury; save Fort DC = 10 + 1/2 the Mana-Wasted mutant’s Hit Dice + the Mana-Wasted mutant’s Constitution modifier; onset 1d4 minutes; frequency 1/day; effect 1d2 Con damage, 1d2 Cha drain (or 1d3 Con damage, 1d3 Cha drain if the base creature has 8 HD or more); cure 2 consecutive saves.
Some Mana-Wasted mutants are transformed in such a way that their base speed increases by 10 feet.
Deformities: In addition to its special abilities listed above, a Mana-Wasted mutant gains one of the following deformities from its transformation (roll a 1d4 to randomly determine the deformity).
|1||Deformed Arm||One hand can’t wield weapons, but the mutant’s slam attack deals damage as if it were two size categories larger than its actual size.|
|2||Deformed Leg||The mutant’s base speed is reduced by 10 feet (minimum base speed of 5 feet), but it gains a +4 racial bonus to its CMD.|
|3||Shattered Mind||The mutant takes a –2 penalty to Intelligence, but gains a +2 racial bonus on Will saves.|
|4||Warped Hide||The mutant loses its +2 racial bonus to Con, but gains an additional +2 bonus to its natural armor.|
Abilities: Increase from the base creature as follows: Str +2, Con +2, Cha –2.
Pathfinder Campaign Setting: Inner Sea Bestiary © 2012, Paizo Publishing, LLC; Authors: Jim Groves, James Jacobs, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Greg A. Vaughan.