Tuesday, October 6, 2015

"What's Nuked, Scooby-Doomsday?" — Space-Ape


No. Enc.:  1 (1d4)
Alignment:  Neutral
Movement:  270' (90')
Armor Class:  5
Hit Dice:  11
Attacks:  3 (2 claws, 1 bite)
Damage:  1d10 / 1d10 / 1d6
Save:  L6
Morale:  9
Hoard Class:  None
XP:  2,800

The feral space-apes are extraterrestrial, 7'-tall bipeds with slick, purple hides mottled with neon green. They sport wicked claws that inject a Class 15 poison; victims suffer severe allergic reactions marked by an outbreak of green nodules, and catatonia.  Effects last for 1d8 days with a failed Saving Throw Vs Poison, or 3d6 hours with success.  Space-apes can outrun Ancient automobiles.

Space-apes hatch from 6" eggs found in rocks procured off-world, or that fall to earth on meteoroids.  The tiny, brachiating hatchlings promptly enlarge to 2'-tall, and are frighteningly spry with AC 2, HD 3, Movement 210' (70'), Damage 1d6 / 1d6 / 1d4, and a diminished toxicity of Poison Class 8.  They reach adulthood in a mere 24 hours.

Interestingly, adult space-apes suffer from vertigo, and avoid heights (any altitudes 20' above ground) at all possible.

Mutations:  Fear GenerationToxic Weapon (Venom)

Inspired by What's New, Scooby-Doo? episode #3, "Space Ape At The Cape" (2002).

And for the Savage Worlds version, click here!

Monday, October 5, 2015

"What's Nuked, Scooby-Doomsday?" — Scarebear


No. Enc.:  1 (1)
Alignment:  Neutral
Movement:  150' (50')
Armor Class:  3
Hit Dice:  15
Attacks:  3 (2 claws, 1 bite)
Damage:  2d12 / 2d12 / 1d8
Save:  L15
Morale:  11
Hoard Class:  XXII
XP:  8,700

Scarebears are blazing-eyed ursinoids that inhabit the most polluted of environs:  areas with heavy fallout, acid geysers, incandescent streams, freakish plants, twisted wildlife, etc.  Accordingly, they are immune to all toxins, chemicals, diseases, and radiation.  Scarebears down trees and shear through metal walls with just a single swipe of their unbreakable, retractable claws.

A scarebear can metamorphose into a Pure Human (albeit a hirsute one), or a part-bear, part-man hybrid with each part determined at will (allowing for, say, a bear head and human hands, or bear body with human head).

Vengeful creatures, scarebears never let a slight go unpunished.  They are adept at using computers and artifacts, and combine these skills with their shape-shifting to be experts at infiltration and sabotage.  And unlike almost every other monster in the way-out world of Scooby-Doomsday, scarebears are Neutrally aligned.

Scarebears are irrationally terrified of birds, mutant and otherwise.

Mutations:  Enhanced Vision (Night), Fear GenerationIntellectual Affinity (Tinkerer)Metamorph, Phobia (Avians) (D)

Inspired by Scooby-Doo! Mystery Incorporated episode #38, "Scarebear" (2012).

And for the Savage Worlds version, click here!

Sunday, October 4, 2015

"What's Nuked, Scooby-Doomsday?" — Fromag


No. Enc.:  1d4 (1d8)
Alignment:  Chaotic
Movement:  120' (40')
Armor Class:  5
Hit Dice:  10
Attacks:  1 (club)
Damage:  3d6+5
Save:  L7
Morale:  10
Hoard Class:  VII
XP:  2,400

Formerly entombed in ice from eons past, the barbarous fromags are prehistoric brutes loosed in the ruins.  They are usually encountered in laboratories, museums, adrift freighters, and clone-based-menageries-turned-ill-conceived-theme-parks.

Fromags are freakishly strong, and capable of rending alloy doors and hurling hefty debris up to 75' (inflicting 4d6 to 6d6 damage to those struck in the process, depending on the object).  They usually just bludgeon targets to paste with their clubs, though.

Fromags fixate on aquatic and aquatic-ish foes, targeting them first in any skirmish.

Mutations:  Reflective Epidermis (Cold)

Artifact:  Aqua-Vox

An aqua-vox is a portable Ancient artifact that translates human speech into the language of assorted aquatic species, and vice-versa.

It includes a processing unit with spinning transmitter beacon, an on-board microphone, numerous monitors and buttons, and a headset.

Aqua-voxes work on all manner of sea creatures, including fish, cetaceans, pinnipeds, and turtles.  (The device is nigh-useless on crustaceans, though, as they speak in nothing but profanities.)

And aquatic mutants are generally hostile to "surface worlders" just on principle, what with all the despoiled oceans and all.

Inspired by Scooby-Doo, Where Are You! episode #21, "Scooby's Night With A Frozen Fright" (1970).

And for the Savage Worlds version, click here!

Saturday, October 3, 2015

"What's Nuked, Scooby-Doomsday?" — Tempusite


No. Enc.:  1 (1d4)
Alignment:  Chaotic
Movement:  120' (40')
Armor Class:  2
Hit Dice:  9
Attacks:  2 or 1 (2 claws, or 1 weapon)
Damage:  1d10 / 1d10, or by weapon
Save:  L9
Morale:  8
Hoard Class:  XXI
XP:  3,800

Tempusites are 8'-tall insectoids with hunched, spindly bodies covered in both thick chitin and shaggy hair.  They are freakishly strong, and can deadlift bulky debris and hurl it up to 50' for 6d6 damage.

The beings hail from the Year 5000. Tempusites "infest" teleporters, time machines, and other Ancient / extraterrestrial devices that breach the dimensions [meaning their Plane Shift is dependent on technology of opportunity], and have but one goal:  to drag anything not nailed down—artifacts, wealth, and even living victims—into the far-flung future!  The sinister purposes behind their thievery and kidnapping is unknown.

Tempusites speak all known languages in a halting growl.

Mutations:  Fear GenerationPlane Shift (modified)

Inspired by The Scooby-Doo Show episode #24, "The Creepy Cruise" (1977).

And for the Savage Worlds version, click here!

Friday, October 2, 2015

"What's Nuked, Scooby-Doomsday?" — Neon Phantom

Neon Phantom

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  120' (40')
Armor Class:  3
Hit Dice:  8
Attacks:  2 or 1 (2 fists, or 1 weapon)
Damage:  1d6 / 1d6, or by weapon
Save:  L8
Morale:  9
Hoard Class:  XIV
XP:  4,560

Neon phantoms are mincing humanoids with thin, blue skin that reveals the luminescent skeleton within. (Consequently, they can never Surprise foes, and can always be perceived from a full quarter-mile away.)  Their high-pitched voices really grate on the nerves.

Neon phantoms feed on electricity.  Each combat round, a neon phantom drains 2d6 charges from all weapons, gadgets, power cells, batteries, etc. in a 50' radius, all the while generating a cacophony of crackling static.  Furthermore, neon phantoms wreak havoc with tech-based light sources, and can override them to create blisteringly bright, kaleidoscopically disorienting, and / or oppressively dark effects which result in To Hit penalties of -3 for all caught within.

All artifacts found in a neon phantom's hoard will be completely depleted of energy, no matter the power source.

Mutations:  Energy-Retaining Cell StructureEnhanced Vision (Night), Fear GenerationReflective Epidermis (Electricity, Lasers / Light), Teleport, Unique Mutation ("Electrical Siphon")

Inspired by Scooby-Doo and Scrappy-Doo episode #4, "The Neon Phantom Of The Roller Disco" (1979).

And for the Savage Worlds version, click here!