Tuesday, October 23, 2012

Spawn Of Devastation Drive-In — 'Demonwarp' (1988)




Slashsquatch

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  150' (50')
Armor Class:  6
Hit Dice:  12
Attacks:  2 (2 claws)
Damage:  1d10 / 1d10, +3d6
Save:  L12
Morale:  10
Hoard Class:  VI, VIII
XP:  3,600

From the most forlorn of peaks to the boggiest of creeks, primitive ape-men allegedly prowled the last vestiges of unexplored wilderness in The Ancient World, but few believed in their existence...

...yet such throwbacks were indeed real, but didn't linger from eras most primitive and prehistoric...

...NO, THEY DESCENDED FROM THE BLACK VASTNESS OF THE COSMOS, WITH MURDER AND MAYHEM ON THEIR MINDS!!!

While indeed ferocious and destructive, the hairy, humanoid hulks known as slashsquatches are no mere brutes, for they are as cunning as they are strong.  A slashsquatch plots so as to strike its victims at their most vulnerable, and is canny enough to detect—and disarm—traps, security systems, and explosives with a successful Ability Check Versus INT (based on a default INT of 10+1d6).

Slashsquatches are the enforcers of the alien Azdreth [see below], and slaughter any able-bodied person they encounter...for such victims arise 1d4 hours later as the technodead [also below], and fill the ranks of unholy alien undead armies.

When slain, a slashsquatch undergoes a startling transformation:  it reverts to its original form...that of a Pure Human!

Mutations:  Increased Physical Attribute (Strength), Unique Mutation ("Zombification Transmission")









Technodead

No. Enc.:  1d8 (5d10)
Alignment:  Neutral
Movement:  60' (30')
Armor Class:  8
Hit Dice:  5
Attacks:  2 or 1 (2 fists, or bludgeon)
Damage:  1d4 / 1d4, or 1d6
Save:  L3
Morale:  12
Hoard Class:  VII, VIII
XP:  500

Victims of a slashsquatch arise in 1d4 hours as lumbering, shambling corpse-creatures identical to the standard walking dead [see p. 101-102 of the Mutant Future Core Rules] in all physical respects.  However, instead of hungering for living flesh, these ghouls evince an aptitude for repairing Ancient artifacts, equipment, and vehicles.  They are slow and ponderous in their efforts, though, and every Technology Roll success they make takes 1d6+6 times longer to accomplish than normal.

All technodead can be mentally controlled up to distances of 5 miles by the Azdreth [see below].  They operate in only two modes:  repairing machinery, or fighting on command.

Mutations:  Increased Sense (Touch), Intellectual Affinity (Tinkerer)












Azdreth

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  120' (40')
Armor Class:  2
Hit Dice:  16
Attacks:  3 or 1 (2 claws, 1 sting, or weapon)
Damage:  1d8 / 1d8 / 1d12 + venom, or by weapon
Save:  L16
Morale:  10
Hoard Class:  VIII, XXII
XP:  6,000

The Azdreth are an advanced race of intergalactic conquerors that traverse the spaceways in ships disguised as comets. They journey from world to world, and establish subterranean strongholds from which to enslave local populations and/or found cults in their honor.  There is evidence suggesting the Azdreth are the original inspirations behind Ancient myths of angels and devils.

While capable combatants, the Azdreth prefer to control a region via their slashsquatch enforcers...and the creation of such lieutenants is particularly horrifying:  the Class 20 venom from an Azdreth's stinger transforms Pure Humans into the hirsute savages!  The iron-willed (WIL 12+1d8) Azdreth can telepathically control all slashsquatches and technodead in a 5 mile radius, and they entice opportunistic and greedy natives to act as priests and prophets on their behalf.  Cruelly, the Azdreth demand sacrifices for their own aggrandizement...and sometimes claim concubines.

In the event of serious injury and/or maiming, the Azdreth possess the technical aptitude to jury-rig life-support equipment and prostheses from the wreckage of their ships, and/or local artifacts.

Mutations:  Empathy, Mental Telepathy, Metaconcert, Toxic Weapon ("Transformative Toxin")