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.
Any living, corporeal creature can become a Mana-Wasted Mutant and keeps its statistics, except as follows.
Alignment. If the Mana-Wasted Mutant had a lawful alignment, its new alignment is non-lawful.
Type. The Mana-Wasted Mutant’s type changes to aberration.
Armor Class. The Mana-Wasted Mutant gains a natural armor of 1 (if it already has natural armor, its natural armor increases by 1 instead).
Speed. The Mana-Wasted Mutant loses any magical flight (if the creature uses wings to fly, its fly speed is unaffected).
Resistances. The Mana-Wasted Mutant gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with cold iron weapons.
Immunities. The Mana-Wasted Mutant gains immunity to poison, diseases, and the poisoned condition.
Deformities. The 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 Mana-Wasted Mutant’s slam attack deals damage as if it were two size categories larger than its actual size.|
|2||Deformed leg||The Mana-Wasted Mutant’s base speed is reduced by 10 feet (minimum base speed of 5 feet), but it gains advantage on checks made to grapple.|
|3||Shattered mind||The Mana-Wasted Mutant has advantage on Wisdom saving throws but reduces its Intelligence score by 2.|
|4||Warped hide||The Mana-Wasted Mutant increases its natural armor by 3 (instead of 1) but does not gain any increase to its Constitution score.|
Innate Spellcasting. The Mana-Wasted Mutant loses any innate spellcasting it may have had. Any spellcasting features gained from class levels remain unchanged.
Mana-Wasted Mutation. The Mana-Wasted Mutant gains a specific feature related to a powerful mutation on their body (see below).
Mutated Mind. The Mana-Wasted Mutant has advantage on saving throws against spells and other magical effects as well as any saving throws made to resist being charmed or frightened.
Attacks. The Mana-Wasted Mutant’s natural weapon attacks are magical. It also gains a natural weapon slam attack that deals damage based on the creature’s size (1d4 Small, 1d6 Medium, 1d8 Large, 1d10 Huge).
Challenge Rating. The Mana-Wasted Mutant increases its CR by 1. Recalculate the Mana-Wasted Mutant’s proficiency bonus if necessary.
Mana-Wasted Mutations. The Mana-Wasted Mutant gains one of the following features.
- Acid Resistance. The Mana-Wasted Mutant gains resistance to acid damage. If CR 10 or higher, it gains immunity to acid instead.
- Acidic Pustules. Mana-Wasted mutants are often covered in necrotic pustules that burst at the slightest touch. Whenever a creature deals piercing or slashing damage to the Mana-Wasted Mutant, all creatures adjacent to the Mana-Wasted Mutant must make a Dexterity saving throw (DC 8 + the Mana-Wasted Mutant’s proficiency bonus + the Mana-Wasted Mutant’s Constitution modifier) or take acid damage as its boils and blisters pop and spray about (Small 1d3, Medium 1d4, Large 1d6).
- Breath Weapon (Recharge 5-6). The Mana-Wasted Mutant can spray a 30-ft.-cone of acidic bile from its mouth as an action. The acid damage caused by this attack is equal to 1d4 times the Mana-Wasted Mutant’s challenge rating (or level). A successful Dexterity saving throw (DC 8 + the Mana-Wasted Mutant’s proficiency bonus + the Mana-Wasted Mutant’s Constitution modifier) halves any damage taken from this attack
- Diseased. Even though Mana-Wasted Mutants are immune to disease, they can carry a deadly magical contagion that they spread with their slam attacks
- Disease: Mana fever. A creature makes an initial Constitution saving throw (DC 8 + the Mana- Wasted Mutant’s proficiency bonus + the Mana- Wasted Mutant’s Constitution modifier) when hit by the Mana-Wasted Mutant’s slam attack and any subsequent saving throws are at that DC + 3. At the end of its next long rest, a creature with this disease makes its saving throw or lowers its Constitution score by 1d3 and its Charisma score by 1d3. A creature naturally fights off this disease by making 2 consecutive successful saving throws to resist it. Any creature that lives with mana fever for a week straight without dying becomes immune to the disease but is transformed into a Mana-Wasted Mutant.
- Increased Speed. Some Mana-Wasted Mutants are transformed in such a way that their base speed increases by 10 feet.
Mutants and Mad Scientists (5E) © 2018, Legendary Games; Authors: Jason Nelson, Mike Myler, and Clinton J. Boomer.