TEXT: Water Adventure on the Starship Warden 
  by Carl Hursh (Dragon #23) 
  In my experiences as a Metamorphosis Alpha referee I have always run into the same problems 
  when trying to get some wandering monsters when characters are out on their raft or trying out 
  their new gills, and so after much frustration I have come up with these monsters. I would also 
  like to point out the possibilities of flooding an entire level. When this happens the door to the 
  elevator will be under water, so that characters may drown or get wet when they try to step into 
  the elevator when it has been to that level. I would also like to say that these creatures may be 
  used in salt or fresh water because when the Ship went through the radiation the water could 
  have turned from salt to fresh or from fresh to salt causing the fish to adapt. Or the creature could 
  have mutated once, gotten lungs and then moved to a different type of water and then lost its 
  lungs and been forced to adapt. In any case remember the effects water may have on the 
  characters items. 
  Creature AC # App. 
  Hit 
  Dice 
  Move (YPM) 
  # 
  Att. 
  Description/Damage 
  Sea Griffon 3 
  1-2 
  5 
  23 
  3 
  2 Claws (1-4) Bite (1-6) 
  Orcas 
  1 
  1 
  18 
  20 
  2 
  Tail (12-24) Bite (2-12) 
  Sea 
  Centipede 
  1 
  1-4 
  2 
  20 
  1 
  Bite (1-6) 
  Sea dragon 6 
  1 
  15 
  20 
  3 
  Radiated eyes (3-18*), Gas 
  Generation (DEATH), Bite (2-12) 
  Bed of 
  Spikes 
  6 
  1-4 
  2 
  20 
  1 
  Tentacles (1-10) 
  Green 
  Death 
  3 
  1 
  Cluster - 
  - 
  1 
  Dissolves flesh in 3 melee turns 
  Mine 
  2 
  1 Patch - 
  - 
  1 
  Explodes when hit (10-60) 
  Water 
  Dagger 
  4 
  1 Patch 5 
  - 
  - 
  Sharp edges do 1-4 when touched 
  Water 
  Grabber 
  - 
  1-6 
  Fronds 
  3 
  - 
  1 
  Dissolves flesh in 3 melee turns 
  Craboid 
  7 
  2-20 
  1 
  Fly: 36, Walk: 
  3, Swim: 10 
  2 
  2 Claws (1-4) 
  Kraken 
  1 
  1 
  10 
  20 
  9 
  8 Tentacles (1-6), Beak (4-40) 
  Oysteroid 
  6 
  1-10 
  1 
  18 
  1 
  Throws Explosive Projectiles (1-12) 
  Peeper 
  2 
  1-5 
  2 
  18 
  1 
  Radiated Eyes (4-24*) 
  Brain Fish 4 
  3-30 
  3 
  20 
  2 
  Mental Blast Strength 13 (3-18), 
  Molecular Disruption 
  
  Gupoids 
  - 
  300-
  1000 
  - 
  15 
  1 
  En Masse Attacking (1-6) 
  Siren 
  6 
  1-2 
  3 
  20 
  1 
  Bite (1-8) 
  Sea Flyer 
  3 
  2-20 
  1 
  20 
  1 
  Symbiotic Attachment 
  Sharkoid 
  5 
  1 
  12 
  17 
  2 
  Mental Blast Strength 15 (3-18) Bite 
  (1-12**) 
  Troutoid 
  4 
  4-24 
  3 
  23 
  1 
  Electricity Generation (3-18) 
  Merman 
  5 
  1-100 
  5 
  Mounted: 25, 
  Swim: 5 
  1 
  By Weapon Type 
   
  Sea Griffon: This former lion has traded his lungs for gills, and is now limited to water in much 
  the same manner that his cousin is limited to land. He also has wings, from which he gets his 
  speed in water. His wings are leathery and similar to a bats’. He cannot use most technological 
  materials because he does not have manipulative claws. 
  Orcas: This former blue whale is very rare; it was very impractical to put many on the ship in 
  the beginning and many died from radiation. In addition to having teeth and being carnivorous, it 
  also has a directional spout which can stun for 1-6 turns. 
  Sea Centipede: This former eel now sports ten new legs, and can lift 1000 pounds with its 
  telekinesis. It also can make sorties onto land because it also has lungs. 
  Sea Dragon: This one time sea turtle now is quite formidable. It is about 40 feet long, has an 
  additional 20 feet of neck, and radiated eyes. It breathes poison gas, but has no resistance to 
  poison (other than its own). 
  Bed of Spikes: Formerly an anemone mushroom coral, this mutation is now mobile (jet 
  propulsion much like a squid’s) and has spikes on the tips of its “tentacles.” It has approximately 
  50 tentacles. 
  Green Death: This mutation still grows in large patches like its non-mutated cousin, algae. It 
  has a sort of empathy with its fellows which enables them to attack. When attacking they first go 
  for the feet, then legs, then body and finally arms and head. They dissolve and eat flesh in 4 
  melee turns. They can only be killed by a protein disrupter or by exposing them to oxygen. 
  Mine: Formerly leather coral, it is now free floating coral that explodes when touched causing 
  10 dice damage. 
  
  Water Dagger: This was originally stag horn coral but now is covered with aluminum which 
  causes it to do damage like a dagger when it is touched. There is also a chance (20%) that it will 
  be poisonous. 
  Water Grabber: Originally seaweed, this is now a dangerous plant. its fronds act independently 
  so as to capture more food. Its fronds can eat flesh in 3 melee turns. 
  Craboid: This tiny relation to the crab is now incredibly intelligent. With illusion generation and 
  telepathy they can form enough illusions to scare off most other creatures. They also have lungs 
  and wings and will, occasionally, be found away from water. 
  Kraken: Like its namesake this octopus is very large (up to 100 feet). In addition to its size it 
  also has a total carapace which enables it to better withstand attacks. 
  Oysteroid: These mutants differ very little from their non-mutated cousins, the oyster. The only 
  difference is that these are able to throw explosive projectiles. 
  Peeper: These mutated clams are not only intelligent but also are highly mobile. They also have 
  radiated eyes which deliver 3 dice worth of damage. 
  Brain Fish: This former parrot fish now has a mental attack worth noticing. First, it has a mental 
  attack strength of 13; it has a repulsion field and a mental defense shield; it has a mental 
  disruption which kills but it reduces the mutant to 1 pip so it is only used when the mutant is 
  reduced to 5 or less pips. It also has teeth suitable for biting, but rarely does. 
  Gupoids: These fish are, like their non-mutated cousins, fast breeders so they usually travel in 
  large packs. When they attack they all batter their victim simultaneously doing 1-6 points 
  damage and staying for 1-6 turns. Because they are so small and there are so many of them they 
  are impossible to hit except with a protein disrupter. 
  Siren: This mutant has very little in common with it’s namesake except it does have the ability 
  to put creatures into a sort of trance, even though it does use more of a charismatic effect than a 
  sonic power (gills negate sonics). This hypnotic effect causes creatures not making their saving 
  throw (treat as a poison) to be unable to do anything for 1-12 melee rounds, and being very open 
  to attacks during that time. 
  Sea Flyer: These mutated manta rays are much smaller than their non-mutated cousins ( usually 
  averaging around 2 inches in wingspan) but in spite of their size they are still formidable fighters 
  because they are able to control other creatures for short periods of time so as to make them fight 
  their battles. There is a 20% chance that they be in control of a creature when they are 
  encountered. 
  Sharkoid: This mutated shark is much larger than it was originally; it also is stronger in its 
  mental state. It has a mental repulsion field and a mental blast. It also has poison teeth, but in 
  spite of all this it is epileptic and can be rendered fairly harmless by showing it a flashing light. 
  
  Troutoid: These mutated trout are now a lot harder to catch for food and always on the look out 
  for predators. In addition to having electricity generation they also have a sort of wings to enable 
  them to move even faster through the water. Another thing that makes it harder to catch is that 
  they have density control and can, therefore, make themselves drop like a rock or float on the 
  surface to avoid creatures which cannot leave the bottom. 
  Merman: Hardly resembling a human anymore these creatures have only a head for a body and 
  for legs and hands they have 6 crablike limbs; 2 are manipulative claws enabling it to use 
  technological items. They also have a greater mind than normal humans and are more advanced 
  than normal humans. Their main travel mode is a little stick with two propellers and two 
  gyroscopes that are mentally controlled by the merman riding it. When they capture player 
  characters they usually (50%) take their lungs and replace them with gills. They also have a 
  partial carapace and gills but no lungs. 
  
SOURCE: textdata/thevault/Metamorphosis Alpha/Magazine Articles/Rewritten Dragon Articles/MA Water Adventures (Dragon #23).pdf