Showing posts with label Ooze. Show all posts
Showing posts with label Ooze. Show all posts

Sunday, June 25, 2023

The Guys Of Wrexus Are Upon You — Meet Señor Güsto, Viscous Vendor!


Señor Güsto is the owner / operator of  Señor Güsto's Fine Slimesthe go-to Gunspoint vendor for all your ooze-, goop-, and sludge-related needs.

Corrosive cruds?

Mucks medicinal and murderous?

Automotive alluvia?

Lascivious lubes?

Señor Güsto's got 'em all!

His petite, five-foot frame is inverse to his flamboyance.  Señor Güsto affects an outlandish Spanglish accent, gesticulating all the while with folding fan in one hand and dabbing handkerchief in the other.  (And, boy howdy, does he go through hankies, as he's perpetually dripping.  Señor Güsto blames the Grueston humidity, but nobody perspires that much.)

Señor Güsto is cagey about where, exactly, he procures his clammy commodities.  When queried, he narrows sly, twinkling eyes and mutters about "the labyrinthine Sewers Of Syzzurp".

[In Don't Mess With Wrexus: The Movie, Señor Güsto is portrayed by a CGI'd Luis Guzmán.]




Wednesday, October 21, 2015

"What's Nuked, Scooby-Doomsday?" — Ice Cream Ghost

Ice Cream Ghost

No. Enc.:  3 (3)
Alignment:  Chaotic
Movement:  150' (50')
            Fly:  150' (50')
Armor Class:  4
Hit Dice:  9
Attacks:  1 (touch)
Damage:  3d6
Save:  L9
Morale:  8
Hoard Class:  XXII
XP:  7,300

Ice cream ghosts are sentient colonies of frigid, monochromatic protoplasm that "skate" across ground and sky.  Though twee of name and garish of coloration, they are devious schemers that relish sowing panic and discord.  The beings' susurrant voices drip with malice.

Ice cream ghosts slash with blistering claws that, upon a failed Saving Throw Vs Stun, entomb victims in paralyzing frost for 1d4 turns.  The creatures can also leave treacherous slicks [up to 6x6  battlefield hexes / squares] in their wake, and pedestrians and vehicles alike must make an Ability Check Vs DEX at a +2 penalty to avoid slipping and crashing (and suffering consequent damage, as determined by the Mutant Lord).

Combining their floating with abilities to squeeze through openings and compress into tight spaces, ice cream ghosts are masters of stealth (Surprising on a 1-4 on 1d6) and surveillance.  And their amorphousness makes them wholly immune to physical damage (from fisticuffs, conventional melee weapons / firearms, crushing attacks, etc).

Ice cream ghosts always operate in trios.

Mutations:  Fear Generation, Reflective Epidermis (Cold)















Inspired by The Scooby-Doo Show episode #15, "The Ghost Of The Bad Humor Man" (1976).

And for the Mutant Future version, click here!

Thursday, October 8, 2015

"What's Nuked, Scooby-Doomsday?" — Wax Phantom

Wax Phantom

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  75' (25')
Armor Class:  6
Hit Dice:  15
Attacks:  2 (2 fists)
Damage:  2d10 / 2d10
Save:  L15
Morale:  10
Hoard Class:  XV
XP:  9,600

Wax phantoms are 9'-tall lumbering, moaning hulks formed from photosynthetic protoplasm.  No restraint can bind them, as they flow through (or outright shatter) bonds with ease.  They leave goopy footprints in their passing.

Wax phantoms are nigh-invincible.  They can instantly seal wounds and re-attach severed limbs, so conventional melee weapons and firearms are useless.  Toxins, diseases, and gas-based attacks also have no effect.  Explosives and intense impacts just disperse the creatures for 4d6 rounds, and lasers / heat / fire melt them to a liquid state that requires the same duration to reform.  Cold, electricity, and Mental Mutations are really the only ways to combat wax phantoms.

Unnervingly artistic, wax phantoms entomb kidnappees in the creatures' own secretions to create ghoulish galleries of ghastly "statuary".  They cheerily explain every step of the process to their victims.

Mutations:  Fear Generation












Inspired by Scooby-Doo, Where Are You! episode #25, "Don't Fool With A Phantom" (1970).

And for the Savage Worlds version, click here!

Tuesday, August 26, 2014

"L" is for "Liposucker"

Liposucker


No. Enc.:  1 (1)
Alignment:  Neutral
Movement:  45' (15')
Armor Class:  7
Hit Dice:  13
Attacks:  1 (barb, or smother)
Damage:  1d12 + Special, or Special
Save:  L13
Morale:  11
Hoard Class:  XXI
XP:  9,600

Lurking in derelict medical facilities and ruined health resorts, liposuckers are pulsating, trundling blobs of sentient fat.  They reach heights of 6' and weights in excess of a ton.  Sandwiched between a liposucker's two sensory nodules is a barbed appendage that stretches up to 20'.  A cavernous, dripping mouth slurps obscenely.

Liposuckers impale their prey to leech out the lipids and fluids within.  Anyone struck by a liposucker's feeding nozzle takes an automatic 2d6 draining damage per round until removed (requiring a successful STR check at a +5 penalty).  Liposuckers also smother adjacent targets with a successful melee attack, and their victims endure 1d20 damage per round until pulled free.

Being comprised of greasy, gelatinous goo, liposuckers are only harmed by electrical-, laser/light-, or acid-based attacks.

Liposuckers flirt telepathically with horrifyingly lascivious come-ons.

Mutations:  Metaconcert, Neural Telepathy 


Tuesday, October 22, 2013

Devastation Drive-In 3-D — 'Forbidden World' (1982)



Environmental Hazard:  Carnomorphic Foodstuff


To cope with dwindling resources and calamitous shortages, The Ancients turned to biogenetics to manufacture miraculous victuals that would sustain the world's over-population...

...but thanks to the unholy commingling of bacterial DNA and that of humans...

...THE SUPER-FOOD DEVOURED THE ANCIENTS INSTEAD!!!

Carnomorphic foodstuffs are bacterial- / human-hybridized "bio-meats" encountered in nutrient tanks or terraria in abandoned Ancient laboratories.  They begin their life cycles as 1 HD cocoon-clusters that lie dormant in computer-controlled containers...



...until someone enters the room and disturbs their enclosures...






...wherein the clusters activate, each hatching a 1 HD "larva".  Possessed of shrewd cunning, these critters try to escape the first chance they can...







...usually via victims that get too curious for their own good!

A larval carnomorph leaps up to 3' and adheres to its quarry, and then extends piercing barbs that inject a Class 20 acidic toxin.  Death is agonizing, and takes 2d6 terrible rounds. The crafty creature stealthily slithers away as the victim expires.


But death isn't the end of the process, as the toxin breaks down the body into a gooey protoplasmic slop that expands, divides, and replicates in a semi-life of its own, culminating in quivering, viscous masses of gory goop that far exceed the victim's original mass.





While the dissolution transpires, the foul food-thing slithers to an isolated place (ventilation system, closet / cabinet, desolate rock formation, etc.) to form another cocoon...and emerges as a giant, corpulent, toothy beast of ferocious fury and brilliant guile!





Carnomorph, Adult

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  60' (20')
Armor Class:  2
Hit Dice:  11
Attacks:  3 (2 claws, 1 bite)
Damage:  1d10 / 1d10 / 2d8
Save:  L11
Morale:  9
Hoard Class:  XXII
XP:  2,800

Adult carnomorphs are 6' tall, 12' long, vaguely insectoid, multi-limbed, fleshy masses sporting heads with massive, toothy maws.  Their piercing claws not only inflict savage wounds, but also inject the same Class 20 venom as above...because carnomorphs feed exclusively on the globular goo of dissolved victims!

Highly intelligent, carnomorphs can bio-mechanically merge with computer systems and electronics.  Not only does this allow them to address (or, more accurately, lie to and deceive) others, but also grants them complete control over a building's / vehicle's systems:  life support, environmental, lighting, communications, navigation, etc.  Carnomorphs frequently turn the laboratory complexes of their births into "aquariums" for their humanoid prey, so as to create perfect habitations to tend and breed their own captive food stock!

Well-fed carnomorphs grow rapidly, gaining another 1d4 HD and +1d4 damage per melee attack [plus corresponding XP] per week.

Carnomorphs die instantly (in particularly messy, vomitous fashion) if injected with diseased cancerous / tumorous cells.  Accordingly, they avoid targets suffering from cancer, and won't feed on them.

Mutations:  Frailty ("Cancerous Vulnerability") [D], Toxic Weapon ("Dissolving Proteins")