Thursday, October 15, 2015

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

Torq

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  150' (50')
Armor Class:  4
Hit Dice:  15
Attacks:  2 fists
Damage:  2d6 / 2d6
Save:  L8
Morale:  11
Hoard Class:  VI and IX
XP:  9,600

The twisted torqs are 9'-tall slabs of hairless, hideous, mangled muscle. Their bodies are so warped, the creatures no longer feel pain.  Preternaturally agile despite their deformities, torqs climb, leap, and brachiate at full movement rate no matter the terrain or obstacles.  Torqs can deadlift 2,000 pounds with ease.

Torqs are relentless physical combatants, gaining +2 To Hit with all melee attacks.  If a torq strikes with both fists in the same round, the victim is body-slammed / pile-driven / atomic-dropped / "rassled" for an additional 3d8 damage, and must make a Saving Throw Vs. Death. Failure indicates a broken limb, with specifics determined by the Mutant Lord.  And anyone engaging a torq hand-to-hand unfortunately suffers a -1 to all To Hit rolls, due to the hulks' freakish anatomy.

Torqs secrete a Class 13 toxin that causes Sleep for 1d4 turns with a failed Saving Throw Vs Poison; success means a halved movement rate for the same duration.  If they use this toxic touch, they still inflict standard melee damage, but can't use the crushing / breaking ability concurrently.

Best way to deal with a torq?  Blast it—repeatedly, and vigorously—from afar.

Mutations:  Fear GenerationPain Insensitivity (D), Toxic Weapon ("Narco-Hold")












Inspired by What's New, Scooby-Doo? episode #32, "Wrestle Maniacs" (2005).

And for the Savage Worlds version, click here!