Monday, October 24, 2011

Devastation Drive-In — 'Prophecy' (1979)



Grodiak

No. Enc.:  1d4 (1d4)
Alignment:  Neutral
Movement:  135' (45')
  —Swim:  60' (20')
Armor Class:  5
Hit Dice:  9
Attacks:  3 (2 claws, 1 bite)
Damage:  1d10 / 1d10 / 1d12
Save:  L6
Morale:  12
Hoard Class:  VII
XP:  4,500

As The Ancients stripped the forests of trees and flooded the rivers with toxins, Nature found a way to adapt to the damage...

...BY UNLEASHING HORRIFIC, HELL-SPAWNED ABOMINATIONS HUNGRY FOR FLESH...AND SAVAGE VENGEANCE!!!

Grodiaks are gruesome, hulking ursines that stand a towering 15' tall, and they walk—and sprint—exclusively on their hind legs.  Their hideous bodies are riddled with sores and growths, and their skin sloughs off in rancid sheets.

The beasts are relentless combatants.  Not only do grodiaks get +1 To Hit with all attacks, but they squeeze their prey for an additional 3d6 damage if both claws successfully hit in the same round.  They can also hold their breaths for up to 1 hour underwater, and fight without hindrance when submerged.

Grodiaks reproduce rapidly (going to term in 1d3 months), and usually give birth to sets of twins.  Each encounter involving adults will also include 1d2 young.

Interestingly, the same contaminants that give rise to grodiaks also impact the native fauna around their dens.  In a 2 mile radius around a grodiak lair, the ordinary fish, amphibians, and rodents grow many times their size (typically reaching 1-3 HD)...and, even worse, they become bold and aggressive, with their Morale scores bumping to 10-12 and damage increasing by +1 per die.

Mutations:  Bizarre Appearance (Burns, Tumors, and Wounds) [D]