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!