Outer Mutant (CR +1)

This humanoid wears such voluminous robes it could hide a second person underneath.

Creating an Outer Mutant

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

Challenge Rating: Base creature’s CR + 1

Type: The creature’s type changes to aberration (augmented). Do not recalculate its Hit Dice, base attack bonus, or saves.

AC: An outer mutant’s flesh is tough and alien in nature, granting it an increase of +4 to the base creature’s natural armor bonus.

Defensive Abilities: An outer mutant’s mind is twisted and warped. It is immune to confusion and insanity effects and gains a +2 bonus on all Will saves.

Attacks: An outer mutant retains all the natural weapons, manufactured weapon attacks, and weapon and armor proficiencies of the base creature. In addition, all outer mutants possess a stalked proboscis or mouth somewhere on their body that they can use to feed on blood. This extra limb functions as a bite attack and has the grab universal monster special ability. Damage for this bite depends on the outer mutant’s size (1d6 points of damage for a Medium outer mutant).

Special Attacks: An outer mutant has the following special attacks.

Feed (Ex)

An outer mutant drains blood and spiritual essence via its bite. At the end of its turn, if it is grappling a foe, the outer mutant inflicts 1d2 points of Constitution damage (via the draining of blood from the victim) as well as 1d2 points of Wisdom damage (via siphoning spiritual energy and damaging the victim’s sanity).

Grab (Ex)

An outer mutant’s bite attack has the grab universal monster ability.

Special Qualities: All outer mutants gain the following:

Deformed (Ex)

An outer mutant’s body is hideously deformed, but not completely so. Given time and an adequate disguise (typically baggy clothing) an outer mutant can pass for a member of the base creature’s race. An outer mutant suffers a –6 penalty on Disguise checks to appear as a creature of the base creature’s race. An outer mutant cannot wear armor unless the armor has been specifically crafted for its unique and unpleasant form.

Magical Adept (Ex)

All outer mutants are adept at magic, increasing the save DC, if applicable, of any spell they cast by +1. An outer mutant can recall a prepared spell it cast in a previous round or regain a spell slot it expended in a previous round as a swift action up to three times per day.

Ability Score Modifiers: Outer mutants grow quickly, and as they grow, they tend to achieve larger sizes than the norm for the base creature. Typically, an outer mutant is a few feet larger than the base creature, but the oldest of them could well be larger than that, growing into new size categories. You can create older mutants like this by manually adjusting the mutant’s size or applying the giant creature simple template, but most mutants who survive this long instead transform into an outer abomination. In any event, all outer mutants gain a +4 bonus to Constitution and Strength, and a +4 bonus to one mental ability score of their choice (the example outer mutant above chose Wisdom).

Skills: An outer mutant’s deformities bolster several of its skills. It gains Climb, Intimidate, Knowledge (any one), Perception, Sense Motive, Survival, and Swim as class skills and gains a +2 racial bonus on all of these skills.

Feats: An outer mutant gains Great Fortitude and Toughness as bonus feats.

Section 15: Copyright Notice

Sandy Petersen’s Cthulhu Mythos, © 2017, Petersen Games; Authors: Sandy Petersen, Arthur Petersen, Ian Starcher.

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