Friday, November 16, 2012

Let's Go To Gamma World. Meet... The Blaash.

Blaash  ("Gamma Moth")

No. Enc.:  1d10 (1d10)
Alignment:  Neutral
Movement:  18' (6')
        —Fly:  120' (40')
Armor Class:  8
Hit Dice:  8
Attacks:  See Below
Damage:  See Below
Save:  L5
Morale:  12
Hoard Class:  None
XP:  1,560

The fearless blaashes are 3' long insects with 6'-8' wingspans.  When attacking, they glow brightly, and emanate intense Class 9 radiation in a 20' radius.  Anyone caught within a blaash's area of effect must make a Saving Throw Versus Radiation each and every round.

Upon making a kill, a blaash immediately falls atop it and eats voraciously.  It will cease its predations only if attacked, or if its food is threatened.

Mutations:  Reflective Epidermis (Radiation)







Not-The-Designer's Notes:  The Blaash first appeared in 1978 in the 1st edition of Gamma World, by James M. Ward and Gary Jaquet, and again in the 2nd edition of Gamma World from 1983, by Ward, Jaquet, and David James Ritchie.  Illustration by Jeff Easley or Keith Parkinson (specific credit unknown) from the 2e set.

Not-The-Designer's Notes Addendum:  This insect entry completes the metamorphosis options for the bug-tastic bulo.

Thursday, November 15, 2012

"S" is for "Splicesaur — Aquatzal"

Splicesaur — Aquatzal

No. Enc.:  0 (1d3)
Alignment:  Neutral
Movement:  24' (8')
      —Swim:  180' (60')
Armor Class:  4
Hit Dice:  16
Attacks:  1 (bite)
Damage:  4d6
Save:  L8
Morale:  10
Hoard Class:  XXII
XP:  3,300

The bulky aquatzals are 40'-50' long, flippered beasts coated with slick algae and jagged barnacles.  They prefer salty seas, but sometimes venture up fresh waterways. And they can awkwardly drag themselves onto the shore to pursue fleeing prey.

Aquatzals attack with snapping beaks atop 20' long necks, and Swallow prey whole on natural To Hit rolls of 18-20.  Anyone consumed takes and additional 2d8 damage per round until cutting their way free.

The creatures construct enormous nests in waterside ruins and rusted shipwrecks, and on floating trash-islands.  But aquatzals don't build them from traditional wood or logs; instead, they use Ancient marine detritus:  dredged-up telecom cables, oil rig struts and piping...and even active torpedos!

Mutations:  Shriek (Greater)




Monday, November 12, 2012

"S" is for "Splicesaur — Chlophus"


Splicesaur — Chlophus

No. Enc.:  0 (3d6)
Alignment:  Neutral
Movement:  150' (50')
Armor Class:  6
Hit Dice:  15
Attacks:  1 (gore, or tail)
Damage:  2d10 or 4d4
Save:  L8
Morale:  10
Hoard Class:  None
XP:  5,100

The towering chlophuses congregate near marshes, swamps, and waterways to feast on plants, carrion, and small (well, compared to them) animals.  They reach lengths of 30' long, and average 3 tons.  Clophuses forage as quadrupeds, but run and fight as bipeds.

Never ones to shy from combat, half of any given cluster of chlophuses will Charge and/or Trample, while the others protect the young.  Chlophuses launch globs of Class 6 poisonous mucus up to 45' away.

Armor made from clophus hides grants the wearer limited camouflage abilities, with a 25-50% chance of going unnoticed (based on terrain and circumstance).

Mutations:  Chameleon Epidermis, Toxic Weapon ("Mucal Discharge")


Thursday, November 8, 2012

Money CAN Buy You Happiness

Because if you aren't absolutely, positively giddy that such miniatures exist in this day and age, then you may have been replaced by a space-pod.

Or a robot.

OR A POD-ROBOT...FROM SPACE!!!

Do you want that to happen?  DO YOU?!!!



Just look at what a month's worth of Happy Meal funds can get you....


Brainy Buggoid!!!

Rabbitoid Rampage!!!

BFC!!!


There are 5 days left in Interloper Miniatures' funding campaign for some sweet, sweet mini-mutants, and the crew is halfway to their modest, too-good-to-pass-up $5,000 goal.

So come on, people...go drop some change in their jar.

BECAUSE I NEED CYCLOPS CHICKENS TO MAKE MY LIFE COMPLETE!!!

I BEG YOU...FOR THE CHICKENS!!!!!1!!!1111!!!1!1!!!

Wednesday, November 7, 2012

"S" is for "Splicesaur — Dimetrog"


Splicesaur — Dimetrog

No. Enc.:  1d6 (2d6)
Alignment:  Neutral
Movement:  90' (30')
Armor Class:  5
Hit Dice:  9
Attacks:  3 or 1 (2 claws, 1 bite, or tail)
Damage:  1d6 / 1d6 / 1d10, or 1d8 + poison
Save:  L9
Morale:  10
Hoard Class:  VII
XP:  3,100

Dimetrogs are man-sized, nocturnal bipeds equally at home in tropical climes and barren wastelands.  Prominent sails jut from their backsides, as do elongated fangs from their snouts.

A dimetrog's piercing tail injects a deadly Class 15 venom.  And there is a 1 in 6 chance (on 1d6) that any given dimetrog can exhale a beam of withering heat, per the Energy Ray Physical Mutation [adjust XP accordingly].

Some travelers swear they've witnessed dimetrogs using primitive tools, and even Ancient artifacts....

Mutations:  Accumulated Resistance (Heat), Enhanced Vision (Night Vision), Toxic Weapon (Venom)


Tuesday, November 6, 2012

"S" is for "Slig"


Shamlessly horked from Paper Brain Games' adventure module, Menace From The Wasteland, by C.T. McGrew.

Both name and concept are his.  I just statted up and "drew" the critter, because it tickled me silly.  And you can buy the slig-tastic sandbox adventure here!



Slig

No. Enc.:  1d10 (3d6)
Alignment:  Neutral
Movement:  30' (10')
Armor Class:  7
Hit Dice:  2
Attacks:  2 (2 radulae)
Damage:  1d4 / 1d4
Save:  L3
Morale:  7
Hoard Class:  None
XP:  56

Sligs are fleshy, 8'-12' long creatures raised for their succulent (albeit gamy) meat.  Able to climb vertical surfaces and wriggle through narrow apertures with ease, they require specialized enclosures.

Sligs feast on rotting vegetation, rancid meat, and biological waste...and they harmlessly metabolize all toxins and radioactivity.  Such hardiness makes them valuable livestock, indeed.

While non-poisonous, the slime from wild sligs deters most predators (particularly avians). Slathering the goo on one's person reduces the chance of wilderness Random Encounters from 1-2 per day, instead of the standard 3-4; however, anyone utilizing the fetid substance suffers a loss of -2d4 CHA points for the duration.  Domesticated sligs are bred so as to minimize slime production.

Mutations:  Toxic Weapon ("Repellent Coating")


Monday, November 5, 2012

"T" is for "Toxodile"


Toxodile

No. Enc.:  1d8 (1d12)
Alignment:  Neutral
Movement:  90' (30')
     —Swim:  90' (30')
Armor Class:  5
Hit Dice:  3
Attacks:  1 (bite)
Damage:  1d12
Save:  L2
Morale:  9
Hoard Class:  None
XP:  155

Toxodiles thrive in the most hazardous of environs: contaminated wetlands, ruined sewers, glowing reactor ponds, etc.  And, strangely, some even find their ways to arid atomic testing sites, or mountainous strip-mines. Luminescent algae and noxious filth cover their hides.

Toxodiles inject a Class 7 venom with every bite, and emit beams of Class 5 radiation from the bony growths on their snouts.  They are never Surprised (thanks to their 1d10 extra eyestalks), and are completely immune to all poisons, diseases, and radiation.

A carnivorous subspecies of needlewing often lives in symbiosis with toxodiles, keeping teeth and maws free of extraneous debris.

Mutations:  Energy Ray (Radiation), Extra Parts (Eyes), Toxic Weapon (Bacterial Bite)



Friday, November 2, 2012

UGH. These Floorboards Are Disgustingly Sticky.



I can't believe I dropped that stupid sno-cone.  And I'll die happy if I never see another box of Red Hots.  Whoah—whose brassiere is this, anyway...?


32 days.
32 movies.
42 unique beasties.
12 new followers...breaking 100!
6 artifacts.
3 campaign settings.
2 diseases.
2 environmental hazards.
1 random chart.
And more consistent—and enthusiastic—comments than I've ever received.

It's been one helluva month.


We here at A Field Guide To Doomsday could not be more pleased with how Spawn Of Devastation Drive-In turned out.  As much as I love trashy movies and goofy monsters for their own merits (or, really, lacks thereof), you faithful readers made the project worthwhile.

Last year's Devastation Drive-In existed to simply tickle my own fancy.  But this year?  This year, it wasn't just for me.  It was about spreading awareness of obscure—if not outright forgotten—flicks.  It was about generating fun content that could see actual use at the gaming table.  It was about doing my best work as appreciation for your support, encouragement, and enthusiasm.

(And, let's be honest...it was also about size-shifting, dual-domed sharks that eat topless eye-candy.

The cinema.  The games.  The people.  The sharks.

My eyes are getting moist over here.

So thank you.  ALL of you.  And some extra big ups to The Cryptkeeper Crew at CountdownToHalloween.com, and Mr. Timothy Brannan at The Other Side for his Monstrous Monday blog-a-thon.

Much love, y'all.


Things around these parts will be back to what passes for normal in the next few days.  I gotta recharge the ol' batteries with an honest-to-gods book...or five.

Thursday, November 1, 2012

Spawn Of Devastation Drive-In "Mexican Halloween" Bonus!!! — 'El Barón Del Terror' (1962)





Cranophage

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  120' (40')
Armor Class:   5
Hit Dice:  11
Attacks:  2 (2 claws)
Damage:  1d6+3 / 1d6+3
Save:  L11
Morale:  10
Hoard Class:  X, XVII
XP:  9,200

In cultures more ancient than those of The Ancients themselves, sinister sorcerers died by fire as punishment for their decadence, depravity, and diablerie...

...but the most powerful swore unholy vengeance, vowing to return centuries hence to slay the descendants of their accusers...

...AND RETURN THEY HAVE, AS CEREBRUM-SUCKING, HIRSUTE HORRORS FROM THE DARKEST DEPTHS OF SPACE!!!

In The Times Before, certain haughty humans possessed vast knowledge, svengali-esque personalities, and fantastic powers (mind control, matter transmutation, divination, oracular prophecy, conjuration, and more).  They were systematically hunted, tried, and executed...but not before uttering death curses and transferring their essences to passing comets.  And in the Mutant Future, those comets returned...and crashed to earth with payloads most unholy: the cruel, corrupted cranophages!

Cranophages are shaggy humanoids with pulsating faces, jutting fangs, forked tongues, and suckered pincers. They can shift between their monstrous forms and their original human visages at will.  If a cranophage successfully strikes with both claws in the same round, the target is grappled...and the baleful being automatically plunges its tongue into the victim's neck for 3d8 damage.  The prey must immediately make a Saving Throw Versus Death, with failure meaning its brain is sucked right out of the skull!  Success means the victim breaks free, forcing the cranophage to attack again.  The creatures leave empty-noggin'd corpses scattered throughout their territories, and often hoard brains to devour at leisure.

Possessing mighty wills (WIL 16+) and piercing gazes, cranophages dominate the minds of others, lulling them into hypnotic trances...or even compelling them to commit suicide!  And their control over matter on an atomic level is unmatched.  Cranophages can dematerialize to pass through barriers and/or avoid attacks, disrupt elemental bonds in objects, and transfer clothing and items from across great distances to appear on their persons.  [Essentially, their "Molecular Manipulation" grants access to the Disintegration and Neural Telekinesis Mental Mutations, without any of the adverse side effects or limitations. Furthermore, it allows cranophages to phase through objects unimpeded, and ignore all incoming damage; they themselves can't attack in this state, however.]

Cranophages are obsessed with eradicating the bloodlines of those that wronged them in their former lives, and systematically slaughter each and every descendant, no matter how many centuries have passed.  And they are masters of manipulation, assuming the roles of classy aristocrats or other personages of wealth, distinction, status, and power.  Mutant Lords should use cranophages as long-term campaign villains, and/or in murder mystery scenarios.

Cranophages suffer +3 damage per die from flame-based attacks.  And liquor is poisonous to them, acting as a Class 6 hazard.

Mutations:  Combat Empathy, Empathy, Fragrance Development, Frailty (Alcohol, Fire) [D], Mental Barrier, Metamorph (Modified), Teleport, Unique Mutation ("Molecular Manipulation")











\








Wednesday, October 31, 2012

Spawn Of Devastation Drive-In — 'Maximum Overdrive' (1986) (Part 2)

(French One-Sheet)


Overdriver — Mothertrucker

No. Enc.:  1 (2d6)
Alignment:  Chaotic
Movement:  300' (100')
Armor Class:  6
Hit Dice:  18
Attacks:  1 (crush)
Damage:  8d8
Save:  L8
Morale:  12
Hoard Class:  XX
XP:  10,250

The catastrophic "Morn Of The Murder Machines" not only turned each and every household gadget into an implement of carnage...

...IT ALSO LED TO THE NEAR-EXTINCTION OF THE HUMAN RACE VIA A GLOBAL OUTBREAK OF VEHICULAR MANSLAUGHTER!!!

Overdrivers are Ancient combustion vehicles granted malevolent sentience by strange alien energies.  They seek the destruction of all flesh and blood lifeforms...and the gore encrusted on their chassis reflects their savagery.

Though lacking conventional sensory organs, overdrivers are fully in tune with their surroundings.  They understand all spoken languages, and can communicate in turn via flashing lights, bleating horns, and swishing wipers.

All overdrivers are susceptible to daily wear and tear, and require regular refueling and maintenance...meaning they must quell their murderous impulses and coerce sentient beings (with manipulative digits, natch) to service them.  Overdrivers are also impacted by terrain and environmental hazards, suffering penalties of -1 to -4 on all To Hit rolls, Saving Throws, and Ability Checks as appropriate to weather and surface conditions. Overdrivers take double damage from explosives. Being machines, they are naturally immune to all poisons, diseases, radioactivity, and mind-affecting Mental Mutations.

Interestingly, standard "small" vehicles, like automobiles, motorcycles, and watercraft, are unaffected by the animating radiations, and never transform into overdrivers.


Mothertruckers are the most common—and, terrifyingly, most intelligent—overdrivers, barreling across the shattered highways and byways of the Mutant Future in search of victims.  They appear as vans, 18-wheelers, big rigs, and tankers.

Mothertruckers particularly love chasing down, ramming, and crushing car-traversing humans for sport.

Any group of 6+ mothertruckers is led by a cunning, garish "biggest rig" of 20 HD and AC 4.  And their Hoard Class represents carried freight and salvageable technologies.

Mutations:  Frailty (Vulnerability To Explosives) [D], Metaconcert, Unique Mutation (Full Senses, Night Vision)






















Overdriver —  Killdozer / Screamroller

No. Enc.:  0 (1d4)
Alignment:  Chaotic
Movement:  60' (30')
Armor Class:  2
Hit Dice:  20
Attacks:  1 (crush)
Damage:  9d12
Save:  L10
Morale:  12
Hoard Class:  XX
XP:  9,250

Ponderous, relentless, and nigh-indestructible, killdozers and screamrollers relish in destruction and mayhem.

They are the most heavily armored of all overdrivers, and not as vulnerable to explosives.  Mothertruckers rely on them to trigger traps, demolish fortifications, and breach—if not outright flattenhuman strongholds.

[The Mutant Lord should feel free to design other types of construction-based overdrivers, such as scoopshovels, mixmasters, cranes, etc.]

Mutations:  Metaconcert, Unique Mutation (Full Senses, Night Vision)










Overdriver —  Militerror

No. Enc.:  0 (1d4)
Alignment:  Chaotic
Movement:  180' (60')
Armor Class:  4
Hit Dice:  10
Attacks:  1 (crush, or weapon)
Damage:  4d6, or by weapon
Save:  L5
Morale:  12
Hoard Class:  XX
XP:  6,600

Militerrors are overdrivers from the Ancient armed forces, usually appearing in the forms of jeeps or armored transports.  They always have one mounted weapon with an effectively limitless supply of ammunition.  (Gunpowder-based weapons can be scavenged for human use, assuming they can be removed from their "host".)

Militerrors are painted in drab, camouflage-themed colors, so Surprise on a 1-3 on 1d6 in the proper terrain.  They also understand Morse code, and relay messages by honking.

[The Mutant Lord should feel free to design other types of military vehicles, like tanks, howitzers, etc. Adjust their Movement, AC, HD, and Damage as appropriate.]

Mutations:  Frailty (Vulnerability To Explosives) [D], Metaconcert, Unique Mutation (Full Senses, Night Vision)







Overdriver —  Scareplane

No. Enc.:  0 (1d4)
Alignment:  Chaotic
Movement:  30' (10')
         —Fly:  450' (150')
Armor Class:  3
Hit Dice:  10
Attacks:  1 (divebomb)
Damage:  10d12
Save:  L5
Morale:  12
Hoard Class:  None
XP:  6,600

Scareplanes are propeller-driven overdrivers that suicidally plummet into ground-based targets.  They seemingly have no other goal than to crash in spectacular fashion so as to take out as many victims as possible.

A scareplane's damage output (consisting of hurtling wreckage, burning fuel, and the impact itself) affects all targets in a 50' radius.  The overdriver is completely destroyed in the process.

[The Mutant Lord should feel free to include other types of aircraft, like jets, helicopters ("hellcopters"), VTOLs, etc., and adjust their HD, AC, and weaponry, as appropriate.]

Mutations:  Frailty (Vulnerability To Explosives), Metaconcert, Unique Mutation (Full Senses, Night Vision)