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!