Monday, September 2, 2013

"L" is for "Laazghul"

Laazghul

No. Enc.:  1d6 (2d8)
Alignment:  Chaotic
Movement:  90' (30')
Armor Class:  6
Hit Dice:  6
Attacks:  2 or 1 (2 claws, or 1 head-beamer)
Damage:  1d4 / 1d4, or see below
Save:  L4
Morale:  10
Hoard Class:  XXI
XP:  1,820

Laazghuls are mutated relatives of the walking dead [p. 101 of the Mutant Future Core Rules].  They blast foes with the emitter arrays on their heads.

To determine what their skull-zappers shoot, roll on the chart below, either for each laazghul or the entire group.  Ranges for all attacks are 90'.

  1. Heat Ray:  3d6 damage; metal objects melt on a failed Saving Throw Vs Energy
  2. Cold Beam:  2d8 damage; frozen to the spot for 2d6 turns (or until chipped free) on a failed Saving Throw Vs Stun
  3. Napalm Gout:  2d6 damage, plus another 1d6 per round for the next 1d6 rounds
  4. Hypno-Ray:  target switches sides and allies with the laazghul for 2d6 turns on a failed Saving Throw Versus Stun
  5. Pulse Blaster:  4d6 straight-up damage
  6. Lightning Arc:  6d6 damage; half damage on successful Saving Throw Vs Energy

Anyone killed by a laazghul's claw attacks rises in 3 nights as a new laazghul.  (Those killed by head-beamers are probably too zapped to return from the dead as anything.)

Mutations:  Energy Ray (x6)  (See Above)







Not-The-Designer's Notes:  Shamelessly horked from Unca Jeff at Jeff's Game Blog.  I just Mutant Future'd 'em up (which pretty much just means more HD).