C.H.U.D. (Cannibalistic Humanoid Underground Dweller) fits into sci-fi RPGs like the Cepheus Engine as a bio-hazard hazard or mutated feral encountered in subterranean ruins, abandoned starship maintenance tunnels, or un-terraformed hive city underbellies.
Below is a complete, ready-to-run stat block, creature description, and encounter rules tailored for the standard 2D6 Cepheus Engine ruleset.
C.H.U.D. (Mutated Sub-Human)
| Attribute / Stat | Value | Notes |
| Characteristics | STR 9 (+1), DEX 8 (+0), END 11 (+1), INT 2 (-2), EDU 0 (-2), SOC 0 (-2) | Modifiers calculated using standard 2D6 scales. |
| Lifeblood / Stamina | 20 | END + STR total or standard animal hit pool equivalent. |
| Armor | 2 | Tough, calloused, irradiated skin. |
| Movement | 9m / 6m | Fast crawlers through pipes/ducts; average speed on foot. |
| Attacks | Claws/Bite (2D6+1 damage) | Range: Melee (Close). |
| Skills | Athletics-2, Melee (Unarmed)-2, Recon-2, Stealth-2, Survival-1 | Focused heavily on ambush tactics and tracking. |
| Special Traits | Darkvision, Radiation Immunity, Bioluminescent Eyes, Light Sensitivity | See below. |
Special Abilities & Behavior
Bioluminescent Eyes & Light Sensitivity: C.H.U.D. eyes glow yellow/green in total dark. They ignore darkness penalties entirely. However, direct high-intensity light (e.g., standard flares, bright searchlights) forces a Check against END (8+);
failure inflicts a -2 penalty on all attacks for 1D6 rounds due to dazzle. Ambush Hunter: When attacking from storm drains, maintenance shafts, or shadows, a C.H.U.D. gains a +2 DM to its Stealth-2 skill check vs. player Recon checks. On a successful surprise round, the C.H.U.D. attempts to grapple and drag a target into a narrow space (DEX vs. DEX task).
Irradiated Bite: Characters bit by a C.H.U.D. take physical damage and must succeed on an END check (8+) or suffer minor radiation/biological contamination (+1D6 rads or 1-level infection).
Lore & Integration Notes
Origins: Victims of "Contamination Hazard Urban Disposal"—toxic/radioactive waste dumping in low-tier habitats or under-city sewage channels.
Tactics: C.H.U.D.s rarely attack alone if prey appears heavily armed. They hunt in packs of 2D6, swarming isolated targets or dragging off incapacitated crewmen during misjumps or salvage operations.
The C.H.U.D. Alpha represents an apex mutation—an oversized, bio-accumulated terror that commands the swarm through sheer dominance. Exposed to extreme radiation or chemical mutagen compounds, the Alpha grows to over 2.5 meters tall, sprouting dense, chitin-like bone plating and dripping toxic phlegm.
C.H.U.D. Alpha (Apex Mutate)
| Attribute / Stat | Value | Notes |
| Characteristics | STR 14 (+2), DEX 7 (+0), END 15 (+3), INT 3 (-2), EDU 0 (-2), SOC 0 (-2) | Massive physical frame with enhanced durability. |
| Lifeblood / Stamina | 29 | Standard END + STR pool. |
| Armor | 6 | Dense, calcified skin and calcified skeletal growths. |
| Movement | 12m / 6m | Surprisingly fast lunging speed over ground; slower through narrow pipes. |
| Attacks | Bone-Scythe Claws (3D6+2), Venomous Bite (2D6+3 + Acid) | Range: Melee (Close / Reach). |
| Skills | Athletics-3, Intimidation-3, Melee (Unarmed)-3, Recon-2, Stealth-1, Survival-2 | Relies on brute force and ambush suppression. |
| Special Traits | Apex Command, Corrosive Spew, Calcified Armor, Darkvision, Light Resistance | See below. |
Special Abilities & Behavior
Apex Command (Swarm Driver): Lesser C.H.U.D.s within 15 meters of the Alpha gain +1 DM to morale checks and +1 DM to melee attack rolls. If the Alpha is killed, all surrounding C.H.U.D.s must immediately make an END or SOC Check (8+) or break and scatter into drains/ducts.
Corrosive Spew (Ranged Attack): Once every 3 combat rounds, the Alpha can vomit a stream of concentrated industrial slurry/stomach acid.
Range: Short (up to 10m).
Damage: 2D6 acid damage, ignoring 2 points of worn armor. Targets hit must make an END Check (8+) or suffer 1D6 persistent acid damage on the following round.
Thickened Retina (Light Resistance): Unlike standard C.H.U.D.s, the Alpha is immune to dazzle/blindness penalties caused by standard searchlights or flares. Only military-grade flashbangs force an END check.
Limb Maul (Special Grab): If the Alpha succeeds on an attack roll by 3 or more (Effect +3), it grabs the victim. The victim is Restrained and takes automatic 2D6 crushing damage at the start of each round until they escape (Opposed STR check).
Tactical Usage in Encounters
The Anchor: Deploy a single Alpha surrounded by 4–8 basic C.H.U.D.s. Use the lesser pack to pin down or flush out the party's heavy weapons operators while the Alpha closes the distance to engagement range.
Ambush Hunter: Place the Alpha in high, overhead structures (pipe galleries, catwalks) where it can drop down directly onto a squishy character, instantly using its Limb Maul ability to isolate and devour a crew member before the party can focus fire.