Saturday, October 24, 2015

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


No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  90' (30')
    —Swim:  150' (50')
Armor Class:  3
Hit Dice:  13
Attacks:  3 (2 claws, 1 bite)
Damage:  1d10 / 1d10 / 1d8
Save:  L13
Morale:  10
Hoard Class:  XXI
XP:  3,300

Creepheaps are squamous, 7'-tall beasts with weedy manes, gulping maws, and cyclopean visages.  They can elongate their pincer'd limbs to slice targets up to 15' away.  The creatures leave clumps of seaweed on everything in their passing.

Creepheaps feed on the life forces of their victims.  If a creepheap strikes successfully with both claws against the same target in the same round, it seizes its quarry in an unbreakable grip and psychically siphons an additional 2d6 HP.  This 2d6 leeching happens automatically each consecutive round, and only ends when the victim (or creepheap) is dead...

...but such victims are anything but deceased, as they arise in 1 turn as pallid, unblinking thralls of their killer!  These malevolent drain-slaves arise in 1 turn with the same stats, intelligence, abilities, speech, and HP as they did in life, and lacking a need to breathe, they can survive underwater with their masters.  A drain-slave again reduced to 0 HP stays permanently dead.

To ensure a steady supply of prey, creepheaps nest in sunken Ancient vessels near coastal communities and / or shipping lanes.

Mutations:  Fear GenerationUnique Mutation ("Slave-Drain")

Inspired by The Scooby-Doo Show episode #20, "The Creepy Heap From The Deep" (1977).

And for the Savage Worlds version, click here!