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!