Mutants

## Feature

Mutants get a health bonus when they hatch from eggs, depending on the level of the outgrowth

* Level 1 Spawn: +0%
* Level 2 Growth: +20%
* Level 3+ Growth: +40%

## Basic Mutant

Runs at units and strikes once in melee range. Will pounce if within range, clearing a good distance quickly and striking. More vulnerable when attacked from behind.

Health: 10/12/14 (Normal) ----> 14/16,8/19,6 (Seasoned, Nightmare)

Damage: 1

Fire damage: 300%

## Shield Mutant

Can carry wood, metal, or car door shields. Once damaged, the shield is discarded and it behaves the same as a Basic Mutant. More vulnerable when attacked from behind.

Health: 10/12/14 (Normal) ----> 14/16,8/19,6 (Seasoned, Nightmare)

Damage: 1

Shield Strength: 8

Chance of ricochet from shield: 50%

Fire damage: 300%

## Mortar Mutant

A ranged enemy unit that deals a lot of AoE damage with its shots, but has low movement speed and is easy to kite (dodge projectiles) if you are alone. More vulnerable when attacked from behind.

Scripted appearances:

* One from the left on Day 5

* One from the right on Day 12

**Stats:**

* Health: 70/84/98 (normal) ----> 98/117,6/137,2 (Seasoned, nightmare)
* Damage: 2 (base) ----> 4 (blast damage)
* Chance of ricochet: 25%
* Fire damage: 300% (3  in 0.3 seconds)

## Crawler

Typically appears in pairs. Will pounce if within range, clearing a good distance quickly and striking. Has significantly more health than a Basic Mutant. More vulnerable when attacked from behind.

Only appears when exploring at night far away from walls and is part of a wave starting at Day 10.

**Stats:**

* Health: 75 [when spawning from a 3lv growth of 105 xp] (normal) ----> 105 [when spawning from a 3lv growth of 147 xp] (Seasoned, nightmare)
* Damage: 4
* Fire damage: 300% (3  in 0.3 seconds)

## Spider

A small spider that moves quickly, jumps onto walls or units, and explodes. Vary in size but all have the same characteristics. Has great speed and is immune to barbed wire and Molotovs/fire. Can hatch after Mortar Mutant and Giants are dead.

**Stats:**

* Health: 6/7,2/8,4 (normal) ----> 8.5/10,2/11,9 (Seasoned, nightmare)
* Damage: 5 (base) ----> 10 (blast damage)
* Fire damage: 300% (3  in 0.3 seconds)

## Giant Plant Boss

It lives in the vent and most likely used to be a common flower, but for unknown reasons mutated into a huge monster. Requires Diggers to kill.

The boss never moves, only attacks after a period of time. When the boss is about to attack, there is a red area on the floor indicating the damage area. Keep the Commander and party out of that area during an attack.

1. Position the Commander just to the right of the wall edge and you don't have to move. Send in all Diggers until the boss signals he's going to attack, then call them all back.
2. Repeat until the boss is really hurt and 4 Mutants (3 normal, 1 shield) drop from the ceiling. Fall back and kill them then continue the boss fight.
3. Use the same position and pattern as above, the only difference is that there is less time between boss attacks.

Once dead, he drops 4 docile plant creatures that can be killed for 7 Food and you now have access to a cache.

Hp:120

Damage:13

Attack Speed:increases by 25% at 30% hp

Regeneration: 1 unit/sec.

Feature:

* At 30% hp, a squad of mutants comes. Event recharge - 120 seconds.
* The first target will receive the maximum damage, each subsequent target will receive 20% less, but not less than 4 units, and the hero receives all the damage.

## Giant Mutant

A huge mutant that makes you tremble with fear just by looking at it. It has a huge amount of health, low movement speed, and a huge amount of damage when approaching. Until he gets close to the wall, he throws eggs behind the wall, which hatch and attack the units inside the wall. Invulnerable while throwing eggs. More vulnerable when attacked from behind.

**Stats:**

* Health: 210 (normal) ----> 294 (Seasoned, nightmare)
* Damage: 10
* Chance of ricochet: 25%
* Fire damage: 300% (3  in 0.3 seconds)