Obscene scavengers haunting dead cities and other abandoned places, wamps have pale, vaguely egg-shaped bodies and nine swaying, web-footed leg/arms. The ‘head’ is eyeless and mouthless, with sharp-edged ears and multiple ‘nose’ organs. It has four eyes, one on each of four different limbs, with four mouths, also on four different limbs. It has a ninth limb as well that it uses for reproduction, all wamps are hermaphroditic and only reproduce when ‘food’ is plentiful. Wamps carry and spread disease, and its bite is notorious for injecting nasty infections, like black fever, gangrene, leprosy, the bubonic plague, and rabies; typically all at once! Though blind, it has phenomenal smell and hearing and has a ‘sixth sense’ to track living beings. Wamps prefer soggy surroundings, like polluted water sources, such as sewers, dumps and abandoned wells. Wamps while preferring carrion will kill live prey and then store them for several weeks until the flesh rots for its tastes.
For Any Game…
ST: 14 HP: 14 Speed: 6.00
DX: 10 Will: 10 Move: 6 (Water Move 6)
IQ: 6 Per: 12 Weight: 100 lbs.
HT: 12 FP: 12 SM: -1
Dodge: 10 Parry: 10 DR: 3
Biting Hand (12): 1d cutting. Reach C, 1.
Pestilence (-): If a target is affected by any attack a wamp makes he must make a HT-2 roll, failure means he contracts an amalgam of noxious diseases and immediately takes 2 points of toxic damage, every hour after that he must make a HT-2 roll or take another point of toxic damage. This persists for the next 72 hours and the target becomes capable of transmitting this disease (which is also highly contagious) himself through contact!
Torso Grapple (10): No damage, but on further turns can squeeze (Choke or Strangle, p. B370) as ST 14* or worry.
Traits: 360º Vision (Easy to Hit); Acute Hearing 6; Acute Smell 6; Amphibious; Appearance (Monstrous); Combat Reflexes; Detect (Living Beings; Precise); Discriminatory Hearing; Discriminatory Smell; Doesn’t Breathe (Gills); Extra Arm 7 (Extra-Flexible; Foot Manipulators); Extra Attack 1; Extra Mouth 3; Extra-Flexible Arms 2; Immunity to Disease; Injury Tolerance (No Blood, No Neck); Pestilent; Unfazeable; Wild Animal.
Skills: Aquabatics-10; Brawling-12; Survival (Swamps)-12; Swimming-14; Wrestling-10.
Notes: Hermaphroditic. If the GM is using Intrinsic Fright Check GURPS Horror, (p. 139) Wamps have a modifier of -2.
* Assumes two hands; +2 for each additional hand used.
For Dungeon Fantasy
ST: 14 HP: 14 Speed: 6.00
DX: 10 Will: 10 Move: 6 (Water Move 6)
IQ: 6 Per: 12 Weight: 100 lbs.
HT: 12 FP: 12 SM: -1
Dodge: 10 Parry: 10 DR: 3
Biting Hand (12): 1d cutting. Reach C, 1.
Pestilence (-): If a target is affected by any attack a wamp makes he must make a HT-3 roll, failure means he contracts an amalgam of noxious diseases and immediately takes 2 points of toxic damage, every hour after that he must make a HT-3 roll or take another point of toxic damage. This persists for the next 72 hours and the target becomes capable of transmitting this disease (which is also highly contagious) himself through contact!
Torso Grapple (10): No damage, but on further turns can squeeze (Choke or Strangle, p. B370) as ST 14* or worry.
Traits: 360º Vision (Easy to Hit); Acute Hearing 6; Acute Smell 6; Amphibious; Appearance (Monstrous); Combat Reflexes; Detect (Living Beings; Precise); Discriminatory Hearing; Discriminatory Smell; Doesn’t Breathe (Gills); Extra Arm 7 (Extra-Flexible; Foot Manipulators); Extra Attack 1; Extra Mouth 3; Extra-Flexible Arms 2; Immunity to Disease; Injury Tolerance (No Blood, No Neck); Pestilent; Unfazeable; Wild Animal.
Skills: Aquabatics-10; Brawling-12; Survival (Swamps)-12; Swimming-14; Wrestling-10.
Class: Elder Thing
Notes: Hermaphroditic. Unwilling to negotiate. Truly evil. The salivary glands can be (carefully!) removed from a dead wamp. Make an Alchemy roll to collect the slaiva before it becomes useless, for every 5 points by which the adventurer succeeds on his Alchemy roll he collects enough for an additional dose. Wamp saliva can be applied to weapons GURPS Dungeon Fantasy 1: Adventurers (p. 28) and use the rules under the Pestilence entry above but the roll to resist is HT-1 not HT-3. If sold this fluid is worth $2dx50.
* Assumes two hands; +2 for each additional hand used.
For Monster Hunters
ST: 18 HP: 14 Speed: 6.50
DX: 12 Will: 10 Move: 6 (Water Move 6)
IQ: 6 Per: 12 Weight: 100 lbs.
HT: 14 FP: 14 SM: -1
Dodge: 10 Parry: 11 DR: 3
Fright Check: 0
Biting Hand (14): 2d+1 cutting. Reach C, 1.
Pestilence (-): If a target is affected by any attack a wamp makes he must make a HT-4 roll, failure means he contracts an amalgam of noxious diseases and immediately takes 2 points of toxic damage, every hour after that he must make a HT-4 roll or take another point of toxic damage. This persists for the next 72 hours and the target becomes capable of transmitting this disease (which is also highly contagious) himself through contact!
Torso Grapple (10): No damage, but on further turns can squeeze (Choke or Strangle, p. B370) as ST 14* or worry.
Traits: 360º Vision (Easy to Hit); Acute Hearing 6; Acute Smell 6; Amphibious; Appearance (Monstrous); Combat Reflexes; Detect (Living Beings; Precise); Discriminatory Hearing; Discriminatory Smell; Doesn’t Breathe (Gills); Extra Arm 7 (Extra-Flexible; Foot Manipulators); Extra Attack 1; Extra Mouth 3; Extra-Flexible Arms 2; Immunity to Disease; Injury Tolerance (No Blood, No Neck); Pestilent; Striking ST 3 (Bite only); Unfazeable; Wild Animal.
Skills: Aquabatics-12; Brawling-14; Survival (Swamps)-12; Swimming-14; Wrestling-14.
Notes: Hermaphroditic. Natural enemy of chupacabra. For Monster Hunter games that feature Things Man Was Not Meant To Know wamps are lumped in the same ‘category’ and can often be found as pets for cult leaders. They are otherwise considered ‘cryptids’. Each champion should be able to handle two to three wamps.