TEXT: C H A O S  F A C T O R Y
  Heroes need bad guys.
  GMs also need bad guys, opponents they can toss at players and give everyone
  an excuse to flex their spandex-clad muscles.  The beauty of Green Ronin’s
  super hero game is that its flexibility and innovation begs for it
  to be used anywhere a GM wants fast action and epic scope,
  from space opera to Saturday’s syndicated series marathons.
  At the cost of that flexibility, though, M&M took a
  different path that makes converting standard d20 material
  more effort than usual. We’re here to help.
  One of the defining aspects in the genre of super heroes,
  villains and monsters are origin stories. In addition to
  providing M&M stats to SRD critters, we’ve also written up
  the entries that put a modern context to these fantasy creatures to
  give GM’s a springboard for introducing such fearsome foes into
  their modern day and super hero games. In that regard, most of
  the entries have minor changes to mesh the monster with an urban
  or SF themes. Other entries have a more faithful adoption and
  then offer other changes that provide a more SF feel.
  The Land Frozen in
  Time
  For some, the idea of getting away from it all goes beyond a mai
  tai and a conch fritters at a Tiki restaurant somewhere in
  the Caribbean.  For others, the forest primeval calls as a vaca-
  tionland — until the hunting call of a horned T-Rex announces
  their vacation has gone to hell.
  Beyond time travel (avoid stepping off the path, please), there
  are several ways prehistoric lands have been explored by
  modern day travelers. Explorers usually travel by air or
  underground to reach these living prehistoric preserves. No
  one knows what sort of guardians or ecosystems inhabit
  these trails until they meet them face-to-face. Heroes could
  face horrors from another age, or another civilization beyond
  human understanding.                                                                 
  There’s also been as several ways those travelers were served on
  the buffet for dinosaurs and the strange people that live on these
  lands. The real question (beyond mustard or mayonnaise) is “Can
  these people provide the answers to why this strange land mass it
  here.” In some stories, the indigenous people know less than the
  heroes and in others they hold the key to land’s survival. The question
  then becomes “Does our team continue to be tourists or do we set up a
  HQ here?”
  Delver
  The delver is a startling find in many ways, a gigantic land invertebrate, meas-
  uring more than 25 feet long proves there could have been a whole ecosystem of
  animals that are missing from the fossil records. Could a brontosaurus live in
  fear of some sort of egg eating land-based sea cucumber eating eggs from her
  next or would birds be prey for a tree-hugging octopus?  Without bones or
  other hard tissues to make impressions in mud or to be petrified into fossils,
  these animals could have existed and applied pressures on the ecosystem
  without leaving any paleontological evidence. For example, a delver could
  Mutant Monsters 3
  
  die in a cave-in and then it would simply rot into a thin layer of
  goo to be absorbed by the nearby porous rocks, leaving no
  traces. Or could there be another explanation for such a large
  creature living underground and eating rocks.
  The lifestyle of the delver is like a giant earthworm, eating the
  surrounding rock and excreting a much pile of rubble behind.
  The animal seems to have no predators or parasites, as if it
  leaves in its own mini-ecosystem, which is odd. Nature tends to
  connect all things together. While they would never say it on the
  record, some scientist would consider the fact that such an odd
  and useful creature was artificial, designed and bred by an
  advanced race that wanted an organic mining machine.
  Quote: (the sound of grinding rocks)
  Personality: The science fiction version of the delver is a
  digging, eating machine. The level of their territorialism is only
  limited by the GM’s needs. The fantasy version is intelligent
  enough to talk and values exotic gems and minerals as intoxi-
  cants worth being bribed over.
  Powers and Tactics: The tactics of the delver is directly
  proportional to its intelligence in a GM’s game. An organic
  machine may completely ignore the heroes or “attack” them
  completely by accident. A more cunning creature could set up
  pit traps by creating false floors centimeters thick. 
  The real danger would lie in a couple of highly intelligent
  delvers working as a team to construct mazes, cue de sacs and
  other structures that put heroes into blind alleys with their backs
  turned to the wrong false wall.
  Appearance: The delver looks like a huge slug in the limp
  shape of a scorpion with a tough hide glistening under acidic
  mucus. The monster moves on a muscular foot, like a snail and
  turns any rock it is in contact with into digestible clay. The
  “claws” are actually large scooping appendages that shovels
  softened rock towards the creature’s mouth, which is sits just
  before the foot. 
  Adventure Use: Their slow movement and large size make
  delvers sitting ducks above ground. In their environment, these
  creatures pose more of a real threat, especially if other forces
  such as underworld villains or “mole” people back them up. 
  Other Options: The high wisdom and skill score represent the
  instincts of the creature for the more animal-like version of the
  Delver. The monster can prove that big things come in small
  packages by replacing Growth +8 with either Possession,
  Mental Blast or Post/Precognition at +14 to create a strange
  alien race at PL 14. At PL 17, you can add also add
  Regeneration +15 to make the delver a very tough customer.  
  Delver: PL 15; Init +5 (Dex, Improved Initiative); Defense 9;
  Atk +11 melee (+10S slam); SV Dmg +17, Fort +12, Ref +6,
  Will +11; Str 22, Dex 13, Con 21, Int, 14, Wis 14, Cha 12.
  Skills: Knowledge (dungeoneering) +14, Knowledge (nature)
  +4, Listen +20, Move Silent +17, Spot +20, Survival +14
  Feats: Darkvision, Immunity (acid), Tremorsense, Alertness,
  Blind-Fight, Great Fortitude, Improved Initiative, Power Attack,
  Improved Grapple.
  Powers: Growth +8 (Immovability, Protection and Super
  Strength) [Flaw: Permanent, Source: Mutant, Cost: 5/pp];
  Shape Matter +8: [Flaw: Limted (stone only), Source: Mutant,
  Cost 1/pp]; Corrosion +2 [Source: Mutant, Cost: 1/pp]; Energy
  Field +2 Source: Mutant, Cost: 2/pp]; Amazing Save +9 Will
  (Con and Ref).
  Weakness: Disturbing
  T-Rex
  The classic dinosaur to be feared in every pre-historic land
  according to popular literature and film up to the 1990s, for
  decades the T-Rex was the king of dinos in every child’s play-
  land and in the comic books of the age.
  Over the decades, Tyrannosaurs Rex’s image has changed from
  a solitary, vicious reptile on two legs to a warm-blooded pack
  predator who cared for its young. Either way, facing off with
  such a creature demands caution and respect. Especially if the
  creature possessed undiscovered survival tactics that the scien-
  tific community has no supporting evidence for. One example is
  the fossil remains of their pebbly hide give no clue to the hues
  of skin tones these creatures possessed. Where they red, green
  or did they possess a unique camouflage pattern to help in their
  hunts?
  Quote: ROAR!!!
  Personality: Depending on the type of predator the GM wants,
  a T-Rex can be a slavering two-story monster or a stealthy giant
  waiting for its next meal.
  Powers and Tactics: The “stealth” version introduced here is
  best used as a pack animal. While such natural critters may not
  have any staying power against a supers team, the first bite they
  get from an ambush of five such behemoths, will be something
  to remember.
  Appearance: The classic T-Rex shape is know to almost every
  child, some artists put extra ridges or horny protrusions on the
  beast. In this slightly modified version, the beast has a very
  effective natural camouflage pattern of browns and dark greens.
  Adventure Use: The T-Rex attack is the prehistoric version of
  the Raymond Chandler creedo, “When things slow down, have
  a man bust and start a firefight.” Feel free to use T-Rex
  ambushes whenever PC get complacent or things start to look
  dull. Besides, most players will be disappointed if they went to
  a land of dinosaurs and didn’t get  such an attack.
  Other Options: A more faithful version of the SRD T-Rex is
  only PL 12 after omitting the levels of Blending. For more a
  more dangerous T-Rex mutant, the extra points can reinvested in
  Natural Weapon +7 or an Energy Blast +7, sonic.
  T-Rex: PL 13; Init +1 (Dex); Defense 9; Atk +13 melee (+13S
  bite); SV Dmg +11, Fort +16, Ref +12, Will +8; Str 20, Dex 12,
  M U T A N T  M O N S T E R S  3  •  C H A O S  F A C T O R Y  •  P A G E  2
  
  Con 20, Int, 2, Wis 15, Cha 10.
  Skills: Hide +11, Listen +14, Spot +14
  Feats: Alertness, Attack Focus (bite), Run, Toughness X3,
  Track, Improved Bite, Swallow Whole (Damage +10,
  Protection 10) 
  Powers: Growth +8: (Immovability, Protection and Super
  Strength) [Flaw: Permanent, Source: Mutant, Cost: 5/pp];
  Blending +15 (camouflage skin pattern) [Source: Mutant];
  Amazing Save +11 Ref (For and Con).
  New Feats:Improved Bite
  Prerequisite: Huge size or larger
  Benefit: The monster must hit a Medium-sized or smaller oppo-
  nent with a Bite attack. If it gets a hold, it can try to swallow the
  victim.
  Swallow Whole
  Prerequisite: Huge size or larger
  The monster can try to swallow a Medium-size or smaller oppo-
  nent by making a successful grapple check. The swallowed
  creature receives a Damage attack based on the Strength of the
  monster +2. For example, being Swallowed Whole by a T-Rex
  would be 
  Damage attack +10. A swallowed creature can cut its way out
  by using natural weapons, such as claws, psionics, energy fields,
  a super strength punch, etc. Less naturally blessed characters
  can utilize small weapons that would fit in a human’s palm. If
  the weapon can get past the monster’s internal Protection score,
  the hero bursts out of the creature and causes an Injured condi-
  tion. Both the Damage attack and internal Protection score
  should be provided with the monster entry.
  Feats and M&M:
  There’s been discussion about the use of feats in M&M, some
  feel feats are an obsolete holdover from core d20 mechanics and
  at one time I might have agreed. Designing this series has
  changed my mind.
  In Mutant Monsters 2, I designed a power for d20 Flytrap’s
  ability to Swallow Whole/Drain Blood and in this product I’ve
  created a 36-point power to represent the final death explosion
  (death throes) of the Frost Worm. Those 36 points are two extra
  power levels for a custom use of Alternate Form that happens
  only on the death of the critter. That seemed rather expensive in
  a game where a hero can have a useful PL 9 sidekick for a mere
  12 points.
  M&M mechanics are very flexible and provide great shorthand
  for breaking down how things work in the game. A GM should
  keep in mind, however, that sometimes an effect is best served
  as a game mechanic instead of a super power. At these times, a
  feat provides a better framework for a custom effect, especially
  when converting over monsters from other d20 products.
  Kobold
  Many assume intelligent life in a pre-historic land would be
  reptilian in nature. This could be true, why does such intelligent
  life have to be Medium sized? In a land of giants, Small could a
  distinct advantage and give a pre-sentient race the time it needs
  to develop tools and technology as Huge and larger predators
  ignore them for meals worth hunting down.
  Such a thing happened with the kobolds, starting as Velociraptor
  breed on a small island. These Kobold ancestors shrunk to
  maintain a balance with the smaller ecosystem and eventually
  developed intelligence of tools. It wasn’t until these proto-
  koblods reached the mainland again and a few million years
  passed did the true kobold species arrive and create an advanced
  civilization using plant based biotechnology and domesticated
  dinosaurs. In the end, the king of dinos became a lapdog.
  The coming of Dres’trasss, or the Harbinger, changed that. The
  meteor was named by a death cult that saw it as a sign of the
  end times and they weren’t that far off. The meteor was on a
  collision course with Earth and could wipe out all life. To
  survive, the koblolds set up a living ark protected by force fields
  in Antarctica. To save themselves waiting decades for the world
  to right itself, they put themselves in suspended animation.
  Something went wrong.
  The suspended animation went on for millennia instead and life
  went on with the organic technology of Kobolds decomposing
  before it could leave a fossilized trace. The entire species may
  have slept through eternity if it wasn’t for Doc Fortune, a 1910s
  explorer hero who found a way through the glaciers and force
  fields. He inadvertently reawakened them in time to observe
  some of humanity’s upcoming darkest hours during the World
  Wars. The horrors the kobolds witnessed from afar had them
  begging Doc Fortune never to reveal their hidden land to the
  world. Other explorers were soon to follow in a frenzy to be
  first to the north pole and more promises and … accidents were
  to follow.
  To trust such a secret to so many seem naive, but they had their
  ways to watch over Doc Fortune. The Kobolds used their
  unfathomable technology to create human-like disguises to infil-
  trate society and they have been among us for over two-thirds of
  a century now. In the 21st century, they own several interna-
  tional companies and are able to hide their pre-historic home
  from even Super Science sensors. In a grand irony, a supers
  team may visit the Land Frozen in Time and then return home
  to only discover one of their long-standing NPC allies is a
  kobold spy. 
  Quote: “Surviving the fight with the T-Rex was/is impressive.
  Such a large mammal like you could/will  help us poor lizard
  folk.”
  Personality: On the surface, the Kobolds are shy, timid race
  that always looks up to any visiting metahumans as potential
  saviors that could help the dying race against the ferocious
  dinosaurs outside. The reality is different. 
  M U T A N T  M O N S T E R S  3  •  C H A O S  F A C T O R Y  •  P A G E  3
  
  Just as television plays up the stereotype of the big, dumb jock,
  the kobolds think of humans as big lumbering idiots who are
  sweet in their need to “protect” those smaller than them. Most
  PCs don’t consider the fact that kobolds have lived side-by-side
  with the dinosaurs for thousands of years. Their cunning and
  technology makes them more of a match for any threat their
  way. Kobolds, though, are adverse to shows of strength so as to
  avoid attention from larger creatures. The Chinese phrase, “The
  nail that stands the tallest gets hammered first,” would fit
  perfectly in their culture. Any help a super wants to give them
  means less resources and lives are committed to a dangerous
  project.
  In fact, one group of kobolds have a roster of routine deeds to
  be done that they can offer to metahumans, the tasks give them
  a chance to study the super, gauge his worthiness and keep him
  out of the koblods’ way. 
  Powers and Tactics: Kobolds would prefer to have others fight
  for them. Barring that, they’ll fall back on any status or influ-
  ence their minions can pull on the international scene if the fight
  is beyond the Antarctic. In their homeland, kobolds will use
  their superior technology.
  Appearance: Kobolds are four feet tall and reptilian, with large,
  intelligent eyes. The hues in their scales cover the natural range
  of hues from bright greens to dull browns. When a kobold is not
  engaged in maintaining the ancient technology that keeps their
  land alive, or managing worldwide business empires, they love
  games of strategy and skill. 
  Adventure Use: Enemies or allies, the kobolds can hinder or
  help heroes with their technology and command of dinosaurs.
  As enemies, the kobolds can pull strings to make life hard for
  supers, cutting lines of credit and using smear campaigns. They
  can also become gadget-based villains hiding in a human-like
  shell if they have to go toe-to-toe with metahumans. If the
  heroes “out” the kobolds on the international scene, then they
  just vanish, retreating to their pre-historic lair. Imagine surprise
  of a supers team when they follow the trail of one annoying
  reptilian super villain and discover a whole race that has half a
  continent under their control.
  Some examples of koboldian technology:
  • Pheromone Illusion Generator: Illusion +10 [Limited:
  Human figures only]; Cost: 10
  • Plant-based Android Transport: Growth +4 (From Small
  to Medium size) [Flaw Permanent], Illusion +10 [Limited:
  Human Figures only], Feat: Run; Cost: 33
  • Anti-grav Harness: Size: Small, Flight +7, Cost: 15
  • Shock Stick: Damage: Str+3S (melee) +8S (Ranged),
  Extras: Force Field +4 Cost: 15
  • Dino Battle Armor: Armor 10, Deflection +10, Growth
  +12 (From Small to Large size) [Flaw: Permanent], Energy
  Blast +10 Cost: 78
  • Sonic Stunner: Damage: +6S, Extra: Area Dazzle +9,
  Flaws: Uses, Cost: 15
  Other Options: Omitting the super intelligence and Knowledge
  (Super Science), you have the standard kobold at PL 4. While
  such critters may not be much of an afterthought to most supers
  teams, they possess a gremlin-like affinity to cause trouble and
  make death traps whether out of jungle vines or C-4 with their
  Craft (trapmaking) and Profession (miner) skills.
  Kobold: PL 6; Init +1 (Dex); Defense 14; Atk +1 (by weapon)
  melee, +2 Ranged (by weapon); SV Dmg +1, Fort +2, Ref +1,
  Will -1; Str 9, Dex 13, Con 1, Int 20, Wis 19, Cha 10.
  Skills: Knowledge +1 (Super Science) (Any 5); Hide +6, Listen
  +2, Move Silently +2, Search +2 Spot +2
  Feats: Darkvision
  Powers: Super Intelligence [Sources: Mutation] 
  Aliens
  From space horrors to alien races and animals, outer space can
  provide a dazzling array of allies and enemies for an Earth filled
  with heroes who can soar between the stars on their power. For
  an Earth with more mundane natives, the stakes are even higher
  to assess who is truly friend or foe.
  Planet 23X-5 has barely eight percent more gravity than Earth,
  but that increase has had dramatic results on the alien life
  evolving there. The increased gravity has increased the atmos-
  pheric pressure, making it a suffocating world for earthers that
  especially makes it feel like one’s eyes and ears are being
  pushed inside their skull.
  Thicker air also puts a permanent cloud cover on the world,
  making it a dark land. The native flora and fauna have adapted
  to this twilight land, evolving past the need for vision and using
  the atmosphere as means of enhances senses, locomotion and
  even as a natural weapon. 
  Destrachan
  The bipedal frame of this creature has some scientist excited
  about the prospect that destrachan are proto-intelligent lifeform.
  Others are more skeptical since the animal has claws instead of
  manipulative digits. 
  The destrachan ability to hunt prey with a sonic attack doesn’t
  bode well either, an efficient hunter doesn’t need to evolve
  intelligence to compensate for a lack of natural weapons and
  strength. That said, the creature show cunning in its pack tactics
  and seems to have a social structure.
  Quote: (sniff, sniff) … BOOM!
  Personality: Destrachan’s are generally shy creatures that avoid
  observers when they can. An occasional young bull will make
  challenging bellows to those who stray too close. The social
  structure seems to be a polygamous family arrangements, a
  single alpha male attracts several females and claim a territory
  that is constantly challenged by less successful males.
  M U T A N T  M O N S T E R S  3  •  C H A O S  F A C T O R Y  •  P A G E  4
  
  Powers and Tactics: The creatures hunt using pack tactics with
  a lead hunter that herds a single victim into the sonic attacks of
  other pack members. They have been noted as using terrain,
  such as box canyons, to make their hunting more efficient. 
  Appearance: The destrachan has a thick hide in pale colors,
  giving it an underground, reptile look. It has a permanent
  stooped appearance as it walks on its knuckles. With the higher
  gravity on planet 23X-5, experts doubt the species could reach
  an upright posture.
  Adventure Use: The destrachan can be a scientific oddity or
  they can be a good old -fashioned hard SF encounter. With an
  unknown alien life form, there’s no telling what the harmonics
  of human technology will have on the drestachan. Will it kill
  them or set them on a feeding frenzy.
  Other Options: A SF classic, the Uplift series by David Brin
  has dolphins who can craft “sonic illusions” when being chased
  by other dolphins. For an extra power level, a drestrachan can
  create phantom sounds with Illusions that affect hearing only.
  Or like the aliens in the movie Abyss, perhaps the drestachan
  utilize sound in ways humans can’t fathom and are much more
  sophisticated than observers realize. Giving the race telekinesis
  to represent their sonic technology would cost +2 PL.
  Drestrachan: PL 11; Init +5 (Dex); Defense 10; Atk +9 melee
  (+13S claw), +7 ranged (+6S Energy Blast); SV Dmg +11, Fort
  +5, Ref +5, Will +10; Str 18, Dex 12, Con 16, Int, 12, Wis 18,
  Cha 12.
  Skills: Hide +8, Listen +25, Move Silently +7, Survival +9
  Feats: Blindsight, Immunity (Sonics), Dodge, Improved
  Initiative, Lighting Reflexes
  Powers: Growth +4 (Protection, Immovability, Super Strength);
  Energy Control +6 (Sonic) Energy Blast [Extras: Area, Selective
  (ricochet shots), Source: Mutation]; Amazing Save +6.
  Weakness: Blind
  Yrthak
  While the destrachan packs rule the ground, even they will run
  when the soaring shadow of an yrthak looms above. This crea-
  ture has managed the miracle of flight on a higher gravity
  world.
  Like a snake, the yrthak uses its long tongue to sense prey
  below and then it attacks with an explosive sonic beam gener-
  ated from a twisted, unicorn like horn. It aims this beam at
  pretty much anything that moves, since it is a constantly hungry
  thing that’s always burning fuel to fly.
  Quote: BOOM!
  Personality: The Yrthak has a typical raptor bird mentality;
  everything is either predator or prey. The creatures are usually
  solitary hunters, picking territory only when a couple have built
  a nest and are guarding their eggs.
  Powers and Tactics: This flying predator prefers strafing
  attacks on ground targets. If no other flying heroes distract it, an
  yrthak will use flyby attacks to pick up victims and drop them
  from high above. 
  Appearance: Like most planet 23X-5 animals, the creature has
  pale, almost translucent skin since there’s no use for camouflage
  or sexual displays of color on a world of blindness. The animal
  looks like a strange cross between a petradon and a crocodile
  and has a temperament to match. 
  Adventure Use: Every ecology has to have its ultimate pred-
  ator, on planet 23X-5 the yrthak is it. Ordinarily wary explorers
  can avoid the creature and fortified buildings can withstand an
  occasional blast, but the flyers are attracted to human settle-
  ments on planet 23X-5 — especially the sensor dishes. The
  cause of the attraction hasn’t been discovered yet, but the help
  of any metahumans who can stand the hostile conditions of the
  planet and can tackle flying monsters with sonic attacks are
  welcome.
  Other Options: The Yrthak can become a really terror by
  adding another power such as Suffocate or Snare as an Extra to
  the Energy Beam for +1 PL.
  Yrthak: PL 13; Init +6 (Dex); Defense 10; Atk +15 melee
  (+13 bite), +12 ranged (+6 Energy Beam); SV Dmg +12, Fort
  +11, Ref +10, Will +5; Str 20, Dex 14, Con 17, Int, 7, Wis 17,
  Cha 11.
  Skills: Listen +12, Move Silently +10
  Feats: Endurance, Improved Initiative, Rapid Shot, Rapid Strike
  Powers: Growth +8 (Protection, Immovability, Super Strength);
  Energy Beam +6 (sonic) [Extra: Explosive, Area, Shapeable;
  Flaw: Full Power; Source: mutantion; Cost: 5/pp]; Flight +12,
  Amazing Save Con +8 (Ref and Will).
  Weakness: Blind
  The Unexplained
  There are things that lurk just on the edge of our world. Some
  of these things have been with us, among us, since the begin-
  ning of time while others have just joined the party. Perhaps a
  lucky scientific break will soon uncover these creatures and
  explain away their strange abilities. Until then, their true origins
  are a mystery, lost in somewhere in the past … even to them-
  selves.
  Frost Worm
  Less than ten percent of Antarctica’s land mass has been
  explored. While satellites have mapped the frozen continent
  from above, there is no telling what really lives on the ice or
  below it. In a land where scientific stations are designed to be
  slowly moved by glaciers, anything is possible.
  Lately, a few such remote stations have gone offline.  When
  rescue teams eventually arrive, the stations have vanished
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  without a trace. What the government hasn’t told anyone is that
  some rescue teams didn’t make it back either. There is still a
  clandestine investigation into the matter, the investigators
  haven’t found anything other than large basketball-sized ice
  formations scattered among the wreckage.
  Quote: (The hypnotic “sound” from every 1970s SF show)
  Personality: The frost worm is a patient hunter that can hiber-
  nate for years before needing to eat a polar bear or walrus. A
  human base is a weight watchers buffet.
  Powers and Tactics: While the Frost Worm is an impressive
  creature, it prefers to lull victims with an alluring “trilling”
  sound and have their prey stunned into submission before
  getting a full snack. 
  Appearance: The creature is an artic white with a muscular
  body, almost like python. Two large jaw-like mandibles jut from
  the creature’s chitinous mouth parts all of which sits below a
  large horny crest that makes the hypnotic subsonics that enrap-
  tures prey. The animal’s tail ends in a truncated fashion, mostly
  to facilitate the large number of eggs the asexual creature
  deposits on glaciers deep in the interior of the continent. 
  Adventure Use: The Frost Worm can be a straight up monster
  fight, or it can be in the more classic vein as a metaphorical
  warning about the environment and man’s need to be over-
  achieving in exploration and depletion of the ozone layer.
  Other Options: To provide your group with just a huge worm,
  take away Energy Control for a PL 6 monster. To create a kajira,
  of Godzilla like proportions, PL 10 will let you add the neces-
  sary levels of Growth.
  Frost Worm: PL 7; Init +4 (Dex); Defense 8; Atk +21 melee
  (+13s bite); SV Dmg +15, Fort +14, Ref +9, Will +6; Str 20,
  Dex 10, Con 20, Int, 2, Wis 11, Cha 11.
  Skills: Hide +3, Listen +5, Spot +5
  Feats: Alertness, Improved Initiative, Attack Focus (bite), Iron
  Will, Darkvision, Immunity (cold)
  Powers: Growth +8 (Protection, Immovability, Super Strength);
  Energy Control +7 Energy Blast [Flaw: Limited (No ice
  creation), Extras: Area, Shapeable, Energy Field]; Source:
  Mutation Cost: 4/pp]; Paralyze +12 (sonic) Source: Mutation;
  Alternate Form (Explosive) +12 [Flaws: Uses X4; Extra:
  Triggered: (When Frost Worm dies only)], Tunneling +2;
  Amazing Save Ref +9 (Fort and Will).
  Weakness: Vulnerability: Fire
  Remorhaz and Thoqqua
  Nothing lives in a vacuum, if there is but one strange lifeform
  existing in the harsh climate of the Antarctic, there are more.
  Some of those creatures may have stranger methods of survival
  and symbiosis. 
  An example of this is the relationship between Remorhaz and
  the Thoqqua, both of which live under the hole in the ozone
  layer down in the Antarctic. Both have developed a way to store
  the ultraviolet and hard radiation that leaks through the ozone
  and safely store it in their bodies.
  A remorhaz distributes this energy throughout its tough
  centipede-like body. With a withering motion, the creature can
  melt ice into a bowl shape for its nest or create vast tunnel
  networks beneath the millions of years of accumulated glaciers.
  With a slithering motion, remorhazes spend their days soaking
  radiation and feeding off the few animals that wander far
  enough inland and each other. 
  For prey, the remorhaz has help. Several thoqqua are attracted to
  a remorhaz in hopes of gaining an easy meal from the carrion
  left behind from a remorhaz attack. thoqqua also absorb the
  energies that filter down from the cosmos through the thin airs,
  emitting terrible heat through its drill-shaped head.
  Thoqqua don’t always wait for their remorhaz to find a meal,
  sometimes they find it first and heard the morsel towards their
  host.
  Quote: The sound of steam
  Personality: In the harsh environment at the end of the world,
  there is no time to do more than hunt or be hunted. Anything
  and anyone who looks edible is ferociously attacked, some
  metahumans that look and smell like inorganic material may be
  completely ignored for tastier tidbits.
  Powers and Tactics: Thoqqua often roam looking for suitable
  meals for their family and remorhaz neighbors. They herd prey
  towards the remorhaz, willing to slightly bake a polar bear or
  metahuman to weaken them before a couple of remorahz come
  in to do the job.
  Appearance: A remorhaz is a strange mix of insect parts, from
  a centipede body to compound eyes and frail dragonfly “wings”
  used for mating displays. Even though the 32-foot long body is
  too hot to touch, only the twin ridges on its back glow with
  internal heat.
  The thoqqua’s head glows with the same intensity. It looks like
  some of the pieces left over from the remorhaz, resembling an
  8-foot long segmented worm. 
  Adventure Use: The remorhaz and its thoqqua “mooks” are a
  naturalistic twist on the standard super villain and mook set up.
  While the strange beasts won’t terrorize downtown (or maybe
  they will if that overly ambitious promoter has his way), but
  they can give a metahuman something to be wary of beyond the
  dangers of hypothermia and exposure if they visit the most
  forbidding continent on the planet.
  Other Options: While a remorhaz can be a freighting prospect
  for a lone hero as is, replacing Energy Field with Energy
  Control (Fire) can make things more difficult. At PL 14, a
  remorhaz can use Energy Control on both Fire and Cold
  Remorhaz: PL 12; Init +1 (Dex); Defense 9; Atk +13 melee
  (+13s bite); SV Dmg +17, Fort +10, Ref +6, Will +3; Str 20,
  Dex 13, Con 20, Int 5, Wis 12, Cha 18.
  M U T A N T  M O N S T E R S  3  •  C H A O S  F A C T O R Y  •  P A G E  6
  
  Skills: Listen +8, Spote+8
  Feats: Improved Bite, Swallow Whole, Improved Bull Rush,
  Power Attack, Minions
  Powers: Tunneling +4; Growth +8; Energy Field +8; Amazing
  Save +5 Fort (Will and Ref).
  Weakness: Disturbing
  Thoqqua minion: PL 5; Init +1 (Dex); Defense 11; Atk +4
  melee (+3S slam); SV Dmg +8, Fort +4, Ref +2, Will +2; Str
  25, Dex 13, Con 13, Int, 6, Wis 12, Cha 10.
  Skills: Listen +5, Move Silently +3, Survival +3
  Feats: Darkvision, Immunity (cold, mental effects), All-Around
  Sight (tremor sense)
  Powers: Energy Field +2 [Extras: Duration X4; Flaws:
  Permanent] 
  Weakness: Disturbing
  M U T A N T  M O N S T E R S  3  •  C H A O S  F A C T O R Y  •  P A G E  7
  
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SOURCE: textdata/thevault/Super Hero Games/Mutants & Masterminds/3rd Party/1st Edition/Chaos Factory - Mutant Monsters 3.pdf