Thursday, December 13, 2012

Dr. Gori Unleashes... THE ZAFTIG ZUNOHMAN.


Zunohman

No. Enc.:  1 (1d4)
Alignment:  Neutral
Movement:  90' (30')
Armor Class:  8
Hit Dice:  8
Attacks:  See Below
Damage:  See Below
Save:  L8
Morale:  8
Hoard Class:  XVI
XP:  5,060









Ahhh, visitor from Zunoh...you dared challenge Gori!!!  You thought to possess the body of MY henchman, and steal MY spaceship to return to your homeworld?!!!   Fool!!!  I turned the tables on you easily, and made YOU the captive.  Your race's alleged guile was no match for my genius!!!

Fortunately for you, I had need of your talents.  I offered safe passage to your planet in return for inhabiting my monster Giligand, so as to combine your brains with its brawn.  Truly, you must concede that I am your master!!!


Hailing from the planet Zunoh, Zunohmen resemble fleshy, pulsating, ovoid tumors atop spindly legs.  Each possesses a single, milky eye.  Zunohmen explore the galaxy in their advanced spacecraft, and those encountered on Earth are usually marooned and in desperate search of transport.

Zunohmen are powerful mentalists, but their physical forms are vulnerable and nigh-useless. They counter their weaknesses by parasitically merging with, and possessing, other creatures and humanoids.  A Zunohman incapacitates its target mentally, and then flops atop the victim, melding into one.  A merged Zunohman takes on the attributes (AC, HP, attacks, etc) of its host, and not only has full access to abilities, knowledge, and mutations, but also uses them in superior fashion (hence the Combat Empathy).

If the possessed creature dies, the Zunohman is not harmed in any way; it simply disengages from the body, and seeks out new quarry.  Zunohmen often treat their hosts as disposable, even going so far as to force them to commit suicide if it proves advantageous.  Peculiarly, a deceased host shatters as if made of porcelain 2d6 rounds after a Zunohman leaves its confines.

Three times per day, a Zunohman can run in a 100' diameter circle at hypersonic speeds, and all trapped within suffer the effects of a Killing Sphere.

Mutations:  Combat Empathy (x2), Killing Sphere (Modified), Mental Barrier, Mind Thrust (x2), Neural Telepathy, Possession (Modified), Quick Mind












[The Zunohman (aka Zunou-Seijin in Japan) appears courtesy of Episodes 21-22 from the 1971 TV series, Spectreman.]

Wednesday, December 12, 2012

Dr. Gori Unleashes... THE MIGHTY MOONTHUNDER.


Moonthunder

No. Enc.:  1 (1d6)
Alignment:  Neutral
Movement:  90' (30')
         —Fly:  360' (120')
Armor Class:  2
Hit Dice:  14
Attacks:  2 or 1 (2 claws, or 1 tailslap)
Damage:  2d8 / 2d8, or 2d6
Save:  L10
Morale:  12
Hoard Class:  1d4 eggs (See Below)
XP:  8,700








Ahhh, Moonthunder...what a fortuitous discovery you were.  Just as I prepped my saucer's weapons to destroy the Apollo astronauts for treading in my cosmic domain, you erupted from the lunar surface and did the job for me.  How foolish they were for stealing your precious eggs!

And now, here on Earth, you wreak a savage vengeance.  Humanity's space programs and museums are in ruins!!!  Smash these troglodytes back to the Stone Age, mighty Moonthunder!!!


Moonthunders are powerful, dinosaur-sized bipeds with knobby hides, frilled necks, and leathery wingflaps.  Hatchet-shaped growths jut from their snouts.  Moonthunders rocket through the galaxy at incredible speeds (easily keeping pace with advanced spacecraft) and dig subterranean dens on barren planetoids, asteroids, and lunar bodies.  Each lair always contains 2d4 eggs, which frequently dislodge and scatter across the landscape.

Given their harsh habitats, moonthunders are utterly immune to adverse effects from temperature extremes, radiation, gasses (as they don't breathe), pressure, and vacuums. Crushing oceanic depths are accordingly no hindrance to the creatures.

Moonthunders can unerringly track their crystalline eggs over thousands of miles, and as the creatures close in, both their snout-growths and eggs pulsate with purple radioactivity.  This link proved problematic for The Ancients, for as they explored outer space, numerous "moon rocks" were returned to earth for study...rocks which happened to contain monstrous embryos.  Many Ancient spaceports, museums, planetariums, laboratories, and military installations were destroyed as surly moonthunders landed planetside to retrieve what was theirs in the most destructive of fashions. 

Moonthunder hatchlings are trainable as pets and allies—assuming their parents don't come calling, that is—and can theoretically be outfitted with specialized harnesses so as to make them "living airships".

Mutations:  Aberrant Form ("Deep Space Adaptations"), Increased Sense (Vision), Reflective Epidermis (Cold, Fire / Heat, Radiation), Optic Snoutic Emissions (Bright Snout, Gamma Snout), Unique Sense ("Moonrock Tracking")










[Moonthunder appears courtesy of Episodes 34-35 from the 1971 TV series, Spectreman.]

Tuesday, December 11, 2012

Dr. Gori Unleashes... THE ABOMINABLE ARACHNOSPHINX.


Arachnosphinx

No. Enc.:  1 (1d4)
Alignment:  Chaotic
Movement:  120' (40')
Armor Class:  2
Hit Dice:  10
Attacks:  7 (6 claws, 1 bite)
Damage:  1d6 / 1d6 / 1d6 / 1d6 / 1d6 / 1d6 / 2d10
Save:  L10
Morale:  10
Hoard Class:  XXII
XP:  4,500








Ahhh, the arachnosphinx...truly, my most twisted creation!!!  With but one application of my mutative mists, I transformed the deceased Sphinx-Beast into a monstrosity straight from humankind's worst nightmares.

Your multiple limbs rend flesh from bone.  Your electro-webs incinerate anything they touch. Your stony shell makes you impervious.  You are the ultimate manifestation of my genius!!!




Mutant Future Version

Arachnosphinxes are freakish, man-sized bipeds with gaping maws, multiple spiked limbs, and bloated bodies covered with brick-like chitin.  They are so disturbing, anyone beholding an arachnosphinx for the first time must make a successful Saving Throw Versus Stun, or be Paralyzed for 1d4 rounds.


Arachnosphinxes spit electrified webbing.  Every other round, they can discharge gooey, sizzling gobs that inflict 6d6 damage and require an Ability Check Versus STR to escape. Arachnosphinxes spin massive web networks (which also cause 6d6 damage upon initial contact) that can entangle—and incinerate—multiple vehicles at once.


At range, an arachnosphinx can hurl 1 limb per round at distances of up to 50' with frightening accuracy, gaining a +2 To Hit and causing 3d6 damage.

Mutations:  Aberrant Form ("Spear-Legs"), Energy Ray (Modified) (x2), Extra Limbs (Arms)












[The Arachnosphinx (aka the Spider-Monster in the U.S. and Japan) appears courtesy of Episodes 38-39 from the 1971 TV series, Spectreman.]

Monday, December 10, 2012

Dr. Gori Unleashes... THE SHOCKING SPHINX-MACHINE




Sphinx-Machine
All-Terrain Vehicle

Air Speed:  775 mph
Land Speed:  50 mph
Water Speed:  25 mph

Length:  240 ft
Width:  63 ft
Height:  66 ft

AC:  -2 (Megastonium Armor)
Hit Points:  2000

Sensors:  Nerve Web
Programming:  A.I.
Accessories:  Any / All





Ahhh, the all-terrain Sphinx-Machine...truly, my greatest invention.  Only the unparalleled brilliance of Gori could meld stone and steel so as to turn mankind's crumbling wonder into a technological marvel of ruination.  And, oh, what a surprise awaits those who dare try to destroy it....

By land, by sea, by air...your doom is assured, humans, for there is nowhere to hide!!!  BWAH-HAH-HAH-HAH!!!



Mutant Future Version

At some point during The Times Before, parties unknown transformed The Great Sphinx Of Giza into a nuclear-powered vehicle capable of traversing by air, sea, and land.

The Sphinx-Machine's flight-mode can break the sound barrier.


On water, it cruises along the surface.


For traversing the landscape, the Sphinx-Machine becomes ambulatory, and extends gripping claws and armored plating.  It crawls along on all fours, barreling head-first into buildings and structures.  Destruction (in the form of a 10d30 Trample attack) follows in its wake.







The Sphinx-Machine is roomy enough to hold a full-sized flying saucer (or equivalent vehicle), a company of ape-troopers (garbed in traditional Arabic thawbs and headwear), and some mummies.

The Sphinx-Machine is equipped with innumerable artifacts, and has a full sensory suite that specializes in radiation-detection technologies.





The Sphinx-Machine has self-repair units, so it's virtually indestructible.  And even if destroyed, it reactivates in pristine condition 1 full turn after being rendered inoperable.

But if the Sphinx-Machine is destroyed a second time, a shocking fail-safe kicks in:  the now-wrecked vehicle transmogrifies into a living, flesh and blood, bipedal feline-beast!  The transformation takes place only after all crew members have fled the interior.

There is no explanation behind this mind-boggling feat.  It is unknown if the equipment contained within the Sphinx-Machine is still operable—or even actually still exists—after the metamorphosis.



Sphinx-Beast

No. Enc.:  Unique
Alignment:  Chaotic
Movement:  150' (50')
Armor Class:  0
Hit Dice:  3000 hp
Attacks:  2 or 1 (2 claws, or trample)
Damage:  10d12 / 10d12, or 10d30
Save:  L30
Morale:  12
Hoard Class:  None
XP:  200,000

The Sphinx-Beast is a 250' tall, leonine, biomechanical hybrid of metal, stone, and flesh that arises upon the (second) destruction of the Sphinx-Machine vehicle.

It's combat tactics involve punching and Trampling.  So very, very much Trampling.  [Consider the creature a 21+ HD monster for Attack Table purposes.]

As a construct, it is immune to all toxins, diseases, and radiations.

Mutations:  None





[The Sphinx-Machine (aka just the Sphinx and Sphinx-Monster in the U.S. and Japan) appears courtesy of Episodes 38-39 from the 1971 TV series, Spectreman.]