Mutants

Procedurally Generated Genetic Slurry.

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Bestial

Sapients

Horrors

Genetic modification is the norm for almost all life on the planet at this point, from the very basic anti-skin-cancer treatments now bred throughout almost every humanoid species, to the harvest cycle boosts in flora and energy retention mechanics of desert-dwelling animal life. But with the forced bio-diversification efforts of the Old World came genetic mishaps and cellular run-off, spawning from abandoned birthing facilities through corrupted procedural generation. Mutants range from shambling piles of cobbled genetic code to perfectly reproducible humanoids with bizarre biotic abilities. Some mutants live normal human lives, never finding out their differences or treated with any disdain by the public. Others are amoebal, single-minded monsters intent on nothing but growth through the consumption of matter.

Bestial

Death Dog

An incredibly common variant of mutant born from various cloning vats and birthing factories. These eye-covered slug like beings exist to consume and consume, growing ever larger, but unable to excrete or release the waste. They ravenously devour any living thing they can find, until they grow too fat to move and eventually starve to death, leaving behind a corpse of toxic waste and undigested metals and plastics.

Medium mutant

Armor Class 12

Hit Points 39 (6d8 + 12)

Speed 40 ft.

STR 15 (+2)

DEX 14 (+2)

CON 14 (+2)

INT 3 (-4)

WIS 13 (+1)

CHA 6 (-2)

Skills Perception +5, Stealth +4

Senses Darkvision 120 ft., Passive Perception 15

Challenge 1 (200 XP)

Proficiency Bonus +2

Scummy. The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

ACTIONS

Multiattack. The dog makes two bite attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.

Monster Cock
Monster cocks are phallic mutants that are believed to be mutated mimics. These feathery bypeds are considered a fairly annoying menace as they will charge at practically anything and swing their long, meaty necks to bash at them, spraying a viscous white goo that quickly cakes over the struck person or object and locking them into place

Small mutant
Armor Class 11
Hit Points 27 (6d6 + 6)
Speed 20 ft., fly 40 ft.


STR 6 (-2)
DEX 12 (+1)
CON 12 (+1)
INT 2 (-4)
WIS 13 (+1)
CHA 5 (-3)


Senses Darkvision 60 ft., Passive Perception 11
Challenge 1/2 (100 XP)
Proficiency Bonus +2


ACTIONS
Cock Slap. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.

Facehugger

A strange creature from the underground datacenters, some claim that the undercity elves created them much as they did the giant spiders of the deeps, others that they were born from the old bunkers. In either case, these creatures flock to the warmth of datacenter servers, and lie in wait, hidden among the cables and glowing panels, leaping out to engulf their prey's head and smothering them. They can also inflict clouds of tech based darkness on their surroundings.

Small mutant

Armor Class 11

Hit Points 22 (5d6 + 5)

Speed 10 ft., fly 30 ft.

STR 16 (+3)

DEX 12 (+1)

CON 13 (+1)

INT 2 (-4)

WIS 10 (+0)

CHA 5 (-3)

Skills Stealth +3

Senses Blindsight 60 ft., Passive Perception 10

Challenge 1/2 (100 XP)

Proficiency Bonus +2

Echolocation. The facehugger can't use its blindsight while deafened.

False Appearance. While the facehugger remains motionless, it is indistinguishable from datacenter scenery such as a coffee cup or folder file.

ACTIONS

Crush. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.

Hit: 6 (1d6 + 3) bludgeoning damage, and the facehugger attaches to the target. If the target is Medium or smaller and the facehugger has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while the facehugger is attached in this way.

While attached to the target, the facehugger can attack no other creature except the target but has advantage on its attack rolls. The facehugger's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target.

A creature can detach the facehugger by making a successful DC 13 Strength check as an action. On its turn, the facehugger can detach itself from the target by using 5 feet of movement.

Darkness Aura (1/Day). A 15­-foot radius of strange darkness extends out from the facehugger, moves with it, and spreads around corners. The darkness lasts as long as the facehugger maintains concentration, up to 10 minutes (as if concentrating on a tech). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a tech of 2nd level or lower, the tech creating the light is detected.

Toxer

Another relatively common class of mutant, especially on the tarantuline peninsula. Their exact look varies, but is always distinct due to the acid that drips from their maws, their unnaturally large bodies for containing the toxic mix of fluids they use to attack with, and the acrid smell of said fluids that wafts from their orifices.

Large mutant

Armor Class 14 (Natural Armor), 11 While Prone

Hit Points 39 (6d10 + 6)

Speed 30 ft., burrow 10 ft.

STR 17 (+3)

DEX 11 (+0)

CON 13 (+1)

INT 1 (-5)

WIS 13 (+1)

CHA 6 (-2)

Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 11

Challenge 2 (450 XP)

Proficiency Bonus +2

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the Toxer can bite only the grappled creature and has advantage on attack rolls to do so.

Acid Spray (Recharge 6). The Toxer spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.

Stem Sludge

Another common variant of mutant born from the ancient and destructive birthing factories in the wastes and bunkers. Stem Sludges are vaguly humanoid figures whose unstable bodies are rotting from the inside out. The life span of a Stem Sludge can be anywhere from hours, to days, some claim even months and years. Their tough, rubbery hides steadily expand and distend from the rotting masses of cancerous flesh within, and Stem Sludges are always presaged by the horrible stink of rotting, mutated flesh that radiates from their cancerous bodies.

Medium mutant

Armor Class 13

Hit Points 36 (8d8)

Speed 30 ft.

STR 16 (+3)

DEX 17 (+3)

CON 10 (+0)

INT 11 (+0)

WIS 10 (+0)

CHA 8 (-1)

Damage Resistances Entropic

Damage Immunities Poison

Condition Immunities Charmed, Exhaustion, Poisoned

Senses Darkvision 60 ft., Passive Perception 10

Challenge 2 (450 XP)

Proficiency Bonus +2

Stench. Any creature that starts its turn within 5 feet of the Stem Sludge must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the Stem Sludge's Stench for 24 hours.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.

Creepy Tongue. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than a mutant, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Sapients

Suckubus

A famous form of mutant that is notoriously dangerous and tricksome. In their natural forms they appear as unnaturally beautiful feminine avian or chiropteran splicers of either sex with 6 limbs (arms, legs, wings). They are able to hide their wings and take on the appearance of anyone of any race or sex. More dangerously, they are able to use natural techs to not only control the minds of anyone who finds them attractive, but can drain the vital energies through a kiss, steadily killing a person while revitalizing the Suckubus. For this reason Suckubi, while capable of living peacefully within settlements, are almost never welcome when discovered. Unfortunately, it is not physically possible to prevent a Suckubus from accessing almost any place they please, for they have possessed the ability, since long before the invention of digitization gates, to digitize themselves and all they carry, both to escape from sticky situations, and to intrude where they are not wanted.

Medium mutant (shapechanger),

Armor Class 15 (Natural Armor)

Hit Points 66 (12d8 + 12)

Speed 30 ft., fly 60 ft.

STR 8 (-1)

DEX 17 (+3)

CON 13 (+1)

INT 15 (+2)

WIS 12 (+1)

CHA 20 (+5)

Skills Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7

Damage Resistances Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nontechnical Attacks

Senses Darkvision 60 ft., Passive Perception 15

Challenge 4 (1,100 XP)

Proficiency Bonus +2

Exchanged Phone Numbers. The Suckubus ignores any range restrictions when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.

Shapechanger. The Suckubus can use its action to hide its wings, or reveal them back into its true form. Without wings, the Suckubus loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

ACTIONS

Claw (True Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 6 (1d6 + 3) slashing damage.

Charm. One humanoid the Suckubus can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be charmed for 1 day. The charmed target obeys the Suckubus's verbal or telecommunicated commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this Suckubus's Charm for the next 24 hours.

The Suckubus can have only one target charmed at a time. If it charms another, the effect on the previous target ends.

Draining Kiss. The Suckubus kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this tech, taking 32 (5d10 + 5) software damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Digitizable. The Suckubus technically enters the Dark Web from the Real World, or vice versa.

Half-Suckubus

These feminine figures (of both genders) are often confused for harpy-patterned avian splicers, and indeed, many peacefully integrate into megacities and other settlements. They are born from unions between stable humanoids and Suckubi or half-Suckubi, and always mimic the race of their non-suckubi parent mixed with the avian splicing of the mutant parent. They tend to be fairly dim, and often take on the aesthetics and fashions associated with bimbos and himbos local to wherever they live. They lack the full spectrum of tech abilities common to Suckubi, but retain the ability to allure and charm, using them to lure in victims to grift, rob, or otherwise take advantage of.

Medium mutant,

Armor Class 11

Hit Points 38 (7d8 + 7)

Speed 20 ft., fly 40 ft.

STR 12 (+1)

DEX 13 (+1)

CON 12 (+1)

INT 7 (-2)

WIS 10 (+0)

CHA 13 (+1)

Senses Passive Perception 10

Challenge 1 (200 XP)

Proficiency Bonus +2

ACTIONS

Multiattack. The half-suckubus makes two attacks: one with its claws and one with its club.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

Hit: 6 (2d4 + 1) slashing damage.

Baseball Bat. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

Hit: 3 (1d6 + 1) bludgeoning damage.

Alluring Display. The half-suckubus performs an alluring dance. Every humanoid and giant within 300 feet of the half-suckubus that can see the dance must succeed on a DC 11 Wisdom saving throw or be charmed until the dance ends. The half-suckubus must take a bonus action on its subsequent turns to continue dancing. It can stop dancing at any time. The dance ends if the half-suckubus is incapacitated.

While charmed by the half-suckubus, a target is incapacitated and ignores the dances of other half-suckubi. If the charmed target is more than 5 feet away from the half-suckubus, the target must move on its turn toward the half-suckubus by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the half-suckubus, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.

A target that successfully saves is immune to this half-suckubus's dance for the next 24 hours.


Oni

The program that created Nayalings had multiple offshoot programs, different mixes that, over time, stabilized into their own lines that make up the various groupings of Nayalings. In truth however, some of these offshoots never managed to integrate into larger society, their genetic tooling so overwhelmingly violent that they simply couldn't adapt in many cases. This is where the Oni come from. Originally designed as an even more super to the super soldier program that birthed Nayalings, the Oni were meant to either be elite leaders of the rest of the Nayalings by some reports, or perhaps simply a heavier bruiser form. The truth is lost to history. What is known is that their massively elevated levels of testosterone, adrenaline, and various other Fight or Flight hormones make it difficult for any given Oni to take any response to stress that isn't violence. This means the majority of Oni live in small bandit and pirate raider clans along coastal regions, often in jungle or mountain regions. During the stormy seasons, where their natural abilities lend them the greatest advantages, they strike out against settlements, raids, and even the outlying towers of megacities for valuable tech and goods. Some Oni, and even Oni clans, have managed to carve out niches for themselves in undercities, acting as incredibly heavy labor for cheap, mercenaries, or hired thugs.

Large mutant

Armor Class 16 (Natural Armour)

Hit Points 110 (13d10 + 39)

Speed 30 ft., fly 30 ft.

STR 19 (+4)

DEX 11 (+0)

CON 16 (+3)

INT 14 (+2)

WIS 12 (+1)

CHA 15 (+2)

Saving Throws DEX +3, CON +6, WIS +4, CHA +5

Skills Technology +5, Deception +8, Perception +4

Senses Darkvision 60 ft., Passive Perception 14

Challenge 7 (2,900 XP)

Proficiency Bonus +3

Innate Techcasting. The oni's innate techcasting ability is Charisma (tech save DC 13). The oni can innately cast the following techs, requiring no material components:

At will: nanofog, cloaking

1/day each: charm person, nitrogen blast, nanite conversion, shut down

Technical Weapons. The oni's weapon attacks are technical.

Regeneration. The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.

ACTIONS

Multiattack. The oni makes two attacks, either with its claws or its greatclub.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit: 8 (1d8 + 4) slashing damage.

Greatclub. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.

Hit: 15 (2d10 + 4) bludgeoning damage.

Sadfish

The sadfish is a bizarre species of mutant catfish that seems to have achieved some measure of sentience. They live in tribalistic groups and have developed an odd cult/religion, at the centre of which is their belief that their river home is made from the tears of their ancestors and that it is their duty to cry constantly so that it continues to flow.


Medium mutant

Armor Class 10

Hit Points 10 (2d8+1)

Speed 30 ft., swim 30 ft.

STR 9 (+0)

DEX 10 (+0)

CON 13 (+1)

INT 8 (-1)

WIS 11 (+0)

CHA 8 (-1)

Perception 10

Challenge 0 (10 XP)

Amphibious. The sadfish can breathe air and water.

Slippery. The sadfish has advantage on ability checks and saving throws made to escape a grapple.

ACTIONS

Cry. The sadfish cries.

Horrors

Vore Vixen

These terrifying mutants appear to be, from the waist up, giant, monstrous women of a variety of different species and splicer patterns, though usually all of aquatic creatures in some way or form. Below the waist they more closely resemble cephalopods, with nests of mutated, curling, toothed and barbed tentacles. Vore Vixens eagerly entice prey close to them, especially foolish sailors and ships, before devouring as many people as they can grasp in their tentacles and toss into their enormous, fanged maws as they can, then disappearing beneath the waves.

Huge mutant

Armor Class 14 (Natural Armor)

Hit Points 184 (16d12 + 80)

Speed 30 ft., swim 30 ft.

STR 23 (+6)

DEX 13 (+1)

CON 20 (+5)

INT 2 (-4)

WIS 12 (+1)

CHA 5 (-3)

Saving Throws CON +9, WIS +5

Skills Perception +9, Stealth +5

Damage Resistances Fire, Lightning

Senses Darkvision 60 ft., Passive Perception 19

Challenge 10 (5,900 XP)

Proficiency Bonus +4

Amphibious. The Vore Vixen can breathe air and water.

Shock Susceptibility. If the Vore Vixen takes lightning damage, it suffers several effects until the end of its next turn: its speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, it can't use reactions or Multiattack, and on its turn, it can use either an action or a bonus action, not both.

ACTIONS

Multiattack. The Vore Vixen makes two attacks with its tentacles. It can also use its tongue or bite.

Tentacle. Melee Weapon Attack: +10 to hit, reach 20 ft., one target.

Hit: 19 (3d8 + 6) bludgeoning damage, and the target is grappled (escape DC 16) if it is a Huge or smaller creature. Until the grapple ends, the Vore Vixen can't use this tentacle on another target. The Vore Vixen has four tentacles.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.

Hit: 22 (3d10 + 6) piercing damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the Vore Vixen, and takes 10 (3d6) acid damage at the start of each of the Vore Vixen's turns.

The Vore Vixen's gullet can hold up to two creatures at a time. If the Vore Vixen takes 20 damage or more on a single turn from a creature inside it, the Vore Vixen must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the Vore Vixen. If the Vore Vixen dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.

Tongue. The Vore Vixen targets one Medium or smaller creature that it can see within 20 feet of it. The target must make a DC 18 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the Vore Vixen, and the Vore Vixen can make a bite attack against it as a bonus action.


Tremorer

A titanic mutant form commonly found in the bunker networks and on the tarantuline front. These enormous, worm like beasts were first believed to be a form of kaijuu, before their unstable genetic pattern revealed them for what they are. These creatures are largely responsible for the massive expansion of the old world bunker network, and why even the command-echelon settlements of S&J cannot forgo all defenses.

Gargantuan mutant

Armor Class 18 (Natural Armor)

Hit Points 247 (15d20 + 90)

Speed 50 ft., burrow 30 ft.

STR 28 (+9)

DEX 7 (-2)

CON 22 (+6)

INT 1 (-5)

WIS 8 (-1)

CHA 4 (-3)

Saving Throws CON +11, WIS +4

Senses Blindsight 30 ft., Tremorsense 60 ft., Passive Perception 9

Challenge 15 (13,000 XP)

Proficiency Bonus +5

Tunneler. The Tremorer can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

ACTIONS

Multiattack. The Tremorer makes two attacks: one with its bite and one with its stinger.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.

Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the Tremorer. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the Tremorer, and it takes 21 (6d6) acid damage at the start of each of the Tremorer's turns.

If the Tremorer takes 30 damage or more on a single turn from a creature inside it, the Tremorer must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Tremorer. If the Tremorer dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Tail Stinger. Melee Weapon Attack: +14 to hit, reach 10 ft., one creature.

Hit: 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.


Birth Mother

These titanic mutants sit like bloated flesh factories in the depths of many bunker networks and 'fresh' birthing factories, and are the primary reason why the Tarantuline Peninsula was not simply carpet bombed from existence. Strange amalgams of flesh, nanotechnology, and cloning tech, these vast behemoths are capable of rapidly creating small armies of mutants, and have a natural ability, over time, to construct new birthing factory nests from whatever technology is on hand. Whenever one is found to have moved into a location within the Front-Line, multiple S&J salients will divert resources in order to destroy it, and it's new nest, as quickly as possible before a fully functional birthing facility is formed and new source of mutants begins its assault on S&J territory.

Gargantuan mutant

Armor Class 18 (Natural Armor)

Hit Points 472 (27d20 + 189)

Speed 20 ft., swim 60 ft.

STR 30 (+10)

DEX 11 (+0)

CON 25 (+7)

INT 22 (+6)

WIS 18 (+4)

CHA 20 (+5)

Saving Throws STR +17, DEX +7, CON +14, INT +13, WIS +11

Damage Immunities Lightning; Bludgeoning, Piercing, and Slashing from Nontechnical Attacks

Condition Immunities Frightened, Paralyzed

Senses Truesight 120 ft., Passive Perception 14

Challenge 23 (50,000 XP)

Proficiency Bonus +7

Amphibious. The Birth Mother can breathe air and water.

Freedom of Movement. The Birth Mother ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Siege Monster. The Birth Mother deals double damage to objects and structures.

ACTIONS

Multiattack. The Birth Mother makes three tentacle attacks, each of which it can replace with one use of Fling.

Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target.

Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the Birth Mother, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Birth Mother, and it takes 42 (12d6) acid damage at the start of each of the Birth Mother's turns.

If the Birth Mother takes 50 damage or more on a single turn from a creature inside it, the Birth Mother must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Birth Mother. If the Birth Mother dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

Tentacle. Melee Weapon Attack: +17 to hit, reach 30 ft., one target.

Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The Birth Mother has ten tentacles, each of which can grapple one target.

Fling. One Large or smaller object held or creature grappled by the Birth Mother is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.

Lightning Storm. The Birth Mother magically creates three bolts of lightning, each of which can strike a target the Birth Mother can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

LEGENDARY ACTIONS

The Birth Mother 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 Birth Mother regains spent legendary actions at the start of its turn.

Tentacle Attack or Fling. The Birth Mother makes one tentacle attack or uses its Fling.

Ink Cloud (Costs 3 Actions). The Birth Mother expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the Birth Mother. Each creature other than the Birth Mother that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong wind disperses the cloud, which otherwise disappears at the end of the Birth Mother's next turn.

Mutant Maker(1/day). The Birth Mother births 3d6 Stem Sludges .The called creatures arrive in 1d4 rounds, acting as allies of The Birth Mother. The creatures remain for 1 hour, until The Birth Mother dies, or until The Birth Mother dismisses them as a bonus action.