Wednesday, October 21, 2015

"What's Nuked, Scooby-Doomsday?" — Ice Cream Ghost

Ice Cream Ghost

No. Enc.:  3 (3)
Alignment:  Chaotic
Movement:  150' (50')
            Fly:  150' (50')
Armor Class:  4
Hit Dice:  9
Attacks:  1 (touch)
Damage:  3d6
Save:  L9
Morale:  8
Hoard Class:  XXII
XP:  7,300

Ice cream ghosts are sentient colonies of frigid, monochromatic protoplasm that "skate" across ground and sky.  Though twee of name and garish of coloration, they are devious schemers that relish sowing panic and discord.  The beings' susurrant voices drip with malice.

Ice cream ghosts slash with blistering claws that, upon a failed Saving Throw Vs Stun, entomb victims in paralyzing frost for 1d4 turns.  The creatures can also leave treacherous slicks [up to 6x6  battlefield hexes / squares] in their wake, and pedestrians and vehicles alike must make an Ability Check Vs DEX at a +2 penalty to avoid slipping and crashing (and suffering consequent damage, as determined by the Mutant Lord).

Combining their floating with abilities to squeeze through openings and compress into tight spaces, ice cream ghosts are masters of stealth (Surprising on a 1-4 on 1d6) and surveillance.  And their amorphousness makes them wholly immune to physical damage (from fisticuffs, conventional melee weapons / firearms, crushing attacks, etc).

Ice cream ghosts always operate in trios.

Mutations:  Fear Generation, Reflective Epidermis (Cold)















Inspired by The Scooby-Doo Show episode #15, "The Ghost Of The Bad Humor Man" (1976).

And for the Mutant Future version, click here!