- Shark (25% hammerhead)
- Oranda Goldfish
- Sheepshead Wrasse
- Sea Horse
- To eat tasty food, especially meat pies.
- To learn the culture of the man-things.
- To steal secrets and hide them in waves and in coral.
- To become royalty by eating royalty.
- To create powerful, loyal offspring. Will be accompanied by 1 offspring.
- To destroy art, especially artistic treasures and famous works.
- To prove the superiority of fishmen in all things.
- Murder! Pillage! Glory!
- To torment and children, and demean them.
- To find a secret spot and give birth there.
- To discover secrets for the King of Fishes.
- To enslave all humans and take over the world. (This may require a humble start, such as getting one human to agree to be your slave.)
(as normal fishmen)
50% chance of all mutants in a group having the same mutation(s).
- Pharyngeal jaw (mouth inside the mouth, like in Alien). No bonus except to maybe surprise attacks.
- Acid spit
- +1d6 extra limbs, if +4 limbs or more: can climb like a spider
- Fused together (all fishmen share HP and will die simultaneously, movement may be severely hampered, one mutant may have to eat for all the rest a la human centipede, etc)
- Luminescent, explode in flash of light when killed + save or be blind 1d6 rounds
- Chameleon Skin
- Translucent except for eyes, bones, and guts.
- Carries 1d8 babies on back/pouch, each has 1 hp and +0 to hit (1 dmg).
- Can swallow you whole, even though it's not larger than you.
- Can burrow into soil and sand. Eyes peek out, but is immobile.
- Shocking touch. Also has blindsense 30'.
- Freakishly huge. 2x height and HP, 0.5x Intelligence.
- Eyes shine like bullseye lanterns, even up to 1d6 hours after removal.
- Can spray sticky eggs or semen (50% chance of each). 15' cone. Usable once.
- Will convincingly play dead after taking any HP damage.
- Boneless body can squeeze through small gaps, under doors.
- Capable of leaping 30' horizontal. Charge attack does +1d6 damage.
- Hard carapace. +4 AC. Crab claws deal 1d8 damage.
- Hallucinogenic venom. Bite attack causes hallucinations for 1d6 turns.
- Madness. This mutant behaves irrationally. Additionally, meeting their stare (treat as a gaze attack) causes the PC to gain an insanity point.
All mutants have the same two objectives:
- Keep the Abominable Island clean, quiet, and beautiful.
- Bring livers to the Egg. (It needs iron and vitamin A to revive!)
- Taffy Shortshanks
- Sappik the Bug
- Toothsome George
- Grandma Gobber
- Grinny the Pig
- Morgum Rineheart
- Steely the Butcher
- Shitty glass eye
- Knife embedded in skull, too painful to remove
- No nose
- Rotten breath
- Covered in tattoos
- Missing a hand
- Smoker, has hidden cigarettes
- Strangely literate and well-spoken
- Insane, nervous, always slapping at flies that only he sees
- Can cast a level 1 spell and is quick to show it off
- Compulsively insulting, even when he likes you
- Weeps and snivels, will cling to most charismatic or trusting PC
Will crack after 1d6 scenes/rooms/turns. If you roll a 6, this particular prisoner will remain sane. Can be calmed down, but will crack again after another 1d6 turns (with 6 again signifying long-term stability).
- Run and Hide
- Uncontrollable Screaming
- Retreat into a more pleasant fantasy (e.g. "I'm not in a dungeon, I'm having cookies with mum. Pass the tea, would you?")