Saturday, October 31, 2015

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

Ghastlynaut  ("Space Kook")

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  75' (25')
Armor Class:  2
Hit Dice:  13
Attacks:  2 (2 fists)
Damage:  2d6 / 2d6
Save:  L13
Morale:  11
Hoard Class:  XV
XP:  7,800

Ghastlynauts are 8'-tall, armored, skull-faced horrors from beyond the stars.  Their bone-chilling cackles are the soundtracks of nightmares, and their helms flash hellish red in syncopation with their wails.

The beings feed on fear, and channel it back through debilitating psychic assaults [Mind Thrust].  Though plodding and ponderous, ghastlynauts stalk inexorably and unerringly towards their quarry, and emit both a pulsing glow and low-frequency hum while doing so (meaning they never Surprise when on the prowl).  That said, hiding does no good, for they always find you...and you'll always know they're coming!!!

Ghastlynauts can take control of electricity-based machinery, vehicles, and artifacts and operate them from afar, no matter the condition of the contraption.  Control extends to only one device at a time, and said gadget must remain within a half-mile radius to function.  Ghastlynauts also surround themselves in combat with 3d6 illusory duplicates that mask their true location on the battlefield.  All opponents with visual senses (including robots) are susceptible to the effect.

Ghastlynauts travel in dilapidated "haunted saucers" that are essentially rocket-powered spookhouses.

Mutations:  Enhanced Vision (Night)Fear Generation, Know Direction, Mind ThrustUnique Mutations ("Holographic Replication""Overriding"), Unique Sense ("Stalker-Sense")
















Inspired by Scooby-Doo, Where Are You! episode #15, "Spooky Space Kook" (1969).

And for the Savage Worlds version, click here!

Friday, October 30, 2015

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

Cutler

No. Enc.:  1 (1d4)
Alignment:  Chaotic
Movement:  90' (30')
     —Swim:  90' (30')
Armor Class:  5
Hit Dice:  10
Attacks:  2 (2 fists)
Damage:  1d8 / 1d8
Save:  L8
Morale:  10
Hoard Class:  X +1d4 waterlogged-n-rusted gizmos
XP:  4,500

Congregating near "graveyards" of sunken ships and beached hulks, cutlers are the centuries-dead corpses of Ancient aquanauts reanimated by colonies of intelligent algae.  Their quasi-living husks pulse with unholy radioactivity; accordingly, they only Surprise on a roll of 1 on 1d6.

Cutlers feed on the fluids of their victims, which they leech through weedy, vampiric tendrils. Vine-entangled targets suffer the standard automatic 2d6 constriction damage per round, plus an additional 2d6 draining damage.  A cutler with prey in its coils may still pummel other targets without penalty.  Victims can only be freed by killing the cutler itself.

Cutlers can be communicated with via telepathy, but their dark thoughts are peppered with salty expletives from both human vernacular and the secret language of plants.

Mutations:  Fear GenerationFull Senses (Sonar)Prehensile Tendrils (Constricting) (Modified)Radioactive Emissions, Reflective Cellular Structure (Fire / Heat, Radiation)













[Inspired by Scooby-Doo, Where Are You! episode #2, "A Clue For Scooby-Doo" (1969)]

Thursday, October 29, 2015

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

Wendighost

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  120' (40')
        —Fly:  210' (70')
Armor Class:  3
Hit Dice:  12
Attacks:  2 or 1 (2 claws, or 1 weapon)
Damage:  1d10 / 1d10, or by weapon
Save:  L12
Morale:  9
Hoard Class:  XXII
XP:  7,600

Wendighosts are burly, 8' tall, satan-browed bipeds that terrorize mountainous forests and polar climes.  Shaggy white fur makes them almost invisible in the snows, so they Surprise on 1-4 on 1d6 in such environs.

If a wendighost successfully strikes with both claws in the same round, it crushes with a powerful hug for another 2d8 damage.

Highly intelligent, wendighosts are proficient with Ancient tools and artifacts.  And they are straight-up the most malicious and bloodthirsty beasts in the Scooby-Doomsiverse, as they've been known to hurl crushing barrels, lob explosives, pitch enemies off cliffs, and even tie kidnapped victims to lumber-mangling buzzsaws!

Seriously.  They're brutal.

Mutations:  Enhanced Vision (Night), Fear Generation, Increased BalanceIncreased WillpowerPsionic FlightReflective Epidermis (Cold)














[Inspired by Scooby-Doo, Where Are You! episode #17, "That's Snow Ghost" (1970)]

Wednesday, October 28, 2015

"What's Nuked, Scooby-Doomsday?" — Gator Ghoul

Gator Ghoul

No. Enc.:  1 (1d4)
Alignment:  Chaotic
Movement:  120' (40')
      —Swim:  75' (25')
Armor Class:  4
Hit Dice:  13
Attacks:  3 or 1 (2 claws, 1 bite, or 1 tail-slap)
Damage:  2d8 / 1d6 / 1d6, or 2d6 + special
Save:  L7
Morale:  10
Hoard Class:  VII
XP:  6,900

Gator ghouls are bipedal crocodiloids that haunt toxic swamps and polluted bayous.  Master skulkers (and leering voyeurs), they Surprise on a 1-4 on 1d6.

Gator ghouls relish visceral combat, but treacherously blind their foes before melee.  A successful tail-slap sends victims flying 20' away, and requires an Ability Check Vs Dex to avoid and additional 3d6 impact damage.  Gator ghouls cannily blast Class 8 radiation from afar when outclassed (or just feeling particularly ornery).

Mutations:  Fear GenerationIncreased Sense (Vision)Optic Emissions (Bright Eyes, Gamma Eyes)













[Inspired by The Scooby-Doo Show episode #3, "The Gruesome Game Of The Gator Ghoul" (1976)]

Tuesday, October 27, 2015

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

Voltergeist

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  75' (25')
Armor Class:  4
Hit Dice:  12
Attacks:  1 (touch)
Damage:  6d6
Save:  L12
Morale:  11
Hoard Class:  XVIII
XP:  12,400

Voltergeists are the sizzling psychic manifestations of those killed via electrocution. The hostile beings appear as portly, plodding, 7'-tall bipeds composed of crackling energy.  Despite their incandescence and crackling noisiness, voltergeists are bizarrely stealthy (Surprising on a 1-4 on 1d6).

Voltergeists can burn through any obstruction.  Simple locks and doors take a single round, while thicker walls and barricades may take 1d6 rounds.

Voltergeists feed on electricity, and absorb it from any contraption they contact; artifacts are drained at a rate of 1d10 charges per round.  They also hate mechanical devices in all their forms (including robots), and target them for destruction after dealing with living opponents.

Voltergeists are wholly immune to all adverse environmental effects, and can only be damaged and / or restrained by Mental Mutations and magnetism-based attacks.

Mutations:  Energy-Retaining Cell Structure (x2)Fear Generation












[Inspired by The Scooby-Doo Show episode #4, "Watt A Shocking Ghost" (1976)]