Heya! New creature time! Joining the world of Lyngaea is my third mutate - the Kobold. I've mentioned it elsewhere, but all of the artificial monsters in my world are based off of real fantasy creatures!
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Researcher id/0555 - Takumi Inoue
Greetings. Today’s discussion will be on the mutates labeled as 000A3, code-named Kobolds. These are extremely dangerous mutates created by an allegedly rogue branch of the Shrinro Organization – a very powerful group with locations all over Ego.
Now then, Kobolds have two basic appearances. There is the origin species; the lab-grown version and the wild version. The lab Kobolds in general are heavily manufactured and basically cobbled together. They are generally observed to have vials on their back full of a corrosive and poisonous mixture. This solution is spread throughout their body, with focus in their mouth. This gives them a very dangerous and deadly bite. They tend to be brown to purplish in color, and have patches of fur. Their faces are wide and stretched out, with large, dark eyes and jaws containing more than one set of teeth. Wild Kobolds are very similar, except they tend to be smaller, possess more fur, are slightly browner, they have no tubes but do have large lumpy ares where they would be implanted, and a longer tail. I will discuss the origins of lab and wild versions below.
As you may or may not be aware, we categorize creatures in various ways, but one of the main grouping narrows creatures down to three: Mutates, Xenos, and Sol’Gaeans. Mutates are creatures with no natural origins, primarily lab grown, Xenos are theorized to have origins outside of our plane, and Sol’Gaeans are native to our planet. Mutates are illegal – you’re not allowed to just make monsters, but there are many companies who create them irregardless for whatever reason suits them. Generally they’re sold to criminal organizations and secret facilities, and sometimes they’re just made for fun or to sow chaos.
What we know from some studies of Kobolds is that they have the coded markings of a Shinro group, and are spliced between LID#00045 (Little Tyrant) and humanoids. We’ve seen some Daonoc and Kirvuu variants alongside the more common human version. Whether intentional or not, it seems they can breed amongst themselves and so when some got away, we observed 2nd and 3rd generation Kobolds. They breed quickly too and can become problematic. As they are lab grown, they can be found in various regions.
Kobolds are carnivorous in general. After killing something, usually with their poison bite, they will slowly eat their prey alive. Although they hunt to eat they also kill for no reason at all. They attack practically all living creatures and it’s not uncommon to find other animals in the wild fighting off a horde of Kobolds. It seems their general life purpose is to kill, eat and breed. Any sort of intelligence observed is limited and rare.
In addition to their poisonous bite, they possess a few other abilities. Their arms are bound and fused to their body – and we theorize it’s because their most vulnerable area is in their torso region, and this extra layer of defense helps protect their most vulnerable area. Their legs are jacked up and thus they are able to run extremely fast and leap very high. They have incredibly powerful kicks, some that have been observed outright killing an adult human kicked in the chest. They have gnarled claws on their feet and are able to grasp on and hold onto prey. They’re vulnerable to cold but highly resistant to acid, poison and disease. They’re relentless – it seems their pain receptors are dulled to the point of being useless. An individual Kobold is annoying but any reasonably trained CINN member can kill one, but they tend to swarm.
The only things Kobolds don’t attack is other Kobolds. They live together in nests and if they need to move, they tend to do so as a group. Large gatherings have occurred and can be extremely destructive if left alone too long.
People are justifiably terrified of Kobolds. They’re grotesque, powerful, fast and unrelenting. News reports tend to blow even the smallest Kobold sighting out of proportion, sending people into a panic. Although caution and action is necessary, panic and chaos generally leads to more problems, so they can be not only a physical problem but also a social one.