Showing posts with label Aquatic. Show all posts
Showing posts with label Aquatic. Show all posts

Sunday, June 9, 2024

"S" is for "Sneakstank"

Here's another collaborative beastie arising from our Umerica group.  Each player rolled on the ol' mutations chart from Maximum Mutagenesis (which is a danged snazzy tome), hence the resulting ridiculousness.



Sneakstank

Sneakstanks are roughly man-sized crabs (around 4'-5' tall, and about 6' wide) with bulbous eyes and scaly, reptilian limbs.  Their mouth-mandibles end in small manipulative claws.

Sneakstanks are cunning, and while certainly no geniuses, are intelligent enough to utilize any tech that fits in their "hands".  Like piratical gondoliers, they pole across the waters via "trashbergs" to plunder unassuming coastal communities.

Sneakstank:  INIT +3; ATK big pincer +5 melee (2d6), small pincer +5 melee (1d6); AC 10 (d5 Armor); HD 3; MV 20' or 60' swim; ACT 1d20 (big) and 1d16 (small); SP Abnormal Limbs, Aquatic Adaptation (Water Ambush), Gigantic Proportions (Huge Eyes), Queasy Emissions (Offensive Odor); SV Fort +4, Ref +0, Wil +2; AL N or C.

Abnormal Limbs:  lizard-like

Aquatic Adaptation (Water / Sand Ambush):  lies in wait under the surface of either water or sand, gaining a surprise attack against oblivious foes [must roll an Intelligence check at DC 15 to detect]. Successful surprise attacks are automatic critical hits.

Gigantic Proportions (Huge Eyes):  gains +10 to all visual perception checks; can see perfectly well in the dark; gains +2d to stare down an opponent.

Queasy Emissions (Offensive Odor):  exudes a foul miasma that induces retching to all within 100’.  Getting closer requires a WILL save at DC 14; failure indicates convulsive gaging, inflicting a -2d penalty to all actions while within 100’ of the creature.  A new save must be made each round for those who choose to remain near the crab. Failing three saves in a row will cause the person to effectively be "turned" (as Turn Unholy of the core DCC book, pg 96-97).

Wednesday, August 23, 2023

"T" Is For "Trenchmouth"

 



Trenchmouths are sentient garbage disposals.  Their bulbous, rubbery, tripodic, sofa-sized bodies are essentially all snaggle-fanged mouth.

Trenchmouths sport three elongating (up to 15' each) tentacles, and the two thickest end in prehensile graspers with retractable grip-spines.   The slender third has two night-vision eyes and a "brainwave radar" nodule that detects (but can't read) thoughts of intelligent beings and psionics / mental mutations in a quarter-mile radius.  Trenchmouths are thereby impossible to Surprise.

When attacking at range, trenchmouths lash with both arms to smash, ensnare, or both.  Grasped targets suffer 1d6 damage upon initial contact and each round thereafter, and must make a DC 15 STR check to escape.  If a trenchmouth successfully snags the same target with both tentacles (during the same round, or eventually), its quarry is immediately retracted for a free bite attack.  Trenchmouths are otherwise only able to chomp adjacent targets.  Anyone bitten by a trenchmouth must make a DC 15 Fort Save or come down with ghastly gastro-intestinal strife (aka "trench-trots") that induces temporary 1d4 damage to STR, AGL, and STA, halved movement, and -4 to all rolls over 1d3 days.

Trenchmouths lair submerged in cesspits, sewers, landfills, junkyards, dumpsters, grease traps, and porta-johns.  Accordingly, they are immune to all toxins and diseases, and Surprise foes on 1-5 on 1d6.  And between their spongy mass and clinging "slimy trash coating", trenchmouths only suffer half damage from clubbing- and crushing-based attacks.

Trenchmouths speak Common, Trucker, Pervert, and the secret gurglings of ooze-dom.  Ambitious trenchmouths may take up adventuring, as they are surprisingly deft for their bulk and can manipulate most weapons, tools, and artifacts.

Trenchmouth (statted for Dungeon / Mutant Crawl Classics)

Init +3; Atk tentacle bludgeon +5 melee (1d10+2) or tentacle grasp +4 melee (entangle plus 1d6 per round) or bite melee +3 (2d8 + disease); AC 16; HD 8d8+17; MV trundle 20' or float 10'; Act 2d20; SP camouflage, constriction, disease, infravision 120', mind-sense; SV Fort +13, Ref +4, Wil +10; AL C




Friday, April 26, 2019

"G" is for "Godzilunan"

Godzilunan

No. Enc.:  1d3
Alignment:  Chaotic
Movement:  90' (30')
      —Swim:  180' (60')
Armor Class:  2
Hit Dice:  22
Attacks:  4 (2 claws, 1 bite, 1 tail-slap)
Damage:  2d8 / 2d8 / 1d12 / 3d10
Save:  L18
Morale:  10
Hoard Class:  None
XP:  21,250

Freakish, semi-aquatic hybrids of surly radioactive reptiles and insectoid slave-laborers from deepest space, godzilunans roam the wastelands with but one purpose:  destruction.

And rampant destruction, at that.

Godzilunans stand 30' tall, and their bodies are covered with thick scales and chitinous segments that make them nigh-impervious to *all* armaments  (meaning they suffer only one-third damage, no matter the weapon type).  Their bulbous, distended crania throb with menace.

A godzilunan can exhale a blast of pure radiation every three rounds that does 12d6 damage.

After a particularly satisfying rampage, godzilunans bury themselves underground or inside icebergs, going dormant for months or years at a time.  They inevitably awaken at the most inopportune times for local settlements.

Mutations:  Energy Ray (Radiation, x3), Mental Barrier, Reflective Epidermis (Cold, Heat, Radiation)







"What happens when you combine a Godzilla with a Mutant?" — The Question Posed By My Four-Year-Old That Prompted This Ridiculous Entry

Thursday, July 26, 2018

"E" is for "Eelwolf"

Eelwolf

No. Enc.:  2d6 (3d6)
Alignment:  Neutral
Movement:  180' (60')
      —Swim:  120' (40')
Armor Class:  7 (See Below)
Hit Dice:  4
Attacks:  1
Damage:  1d10
Save:  L4
Morale:  9
Hoard Class:  None
XP:  355

Equally at home on land or in water, the predatory eelwolves are encountered in forests, jungles, and swamps.  Their gurgling, rasping howls echo across the wasteland nightscape.

Eelwolves' agile canine builds, combined with sinuous musculature and sleek, slimy skin, grant the creatures an AC of 4 in melee (while being AC 7 at range).  Their diverse coloration also tends to match their environs, granting them Surprise on 1-4 on 1d6 and +1 to Initiative.  When pursuing prey, and eelwolf can compress and wriggle through an opening one-fourth its size.

Eelwolf hides can be made into leather armor (AC 7) that grants a +1 to DEX and an immunity to electrical-based attacks.

Mutations:  Energy Ray (Electricity), Enhanced Vision (Night), Reflective Epidermis (Electricity)





Saturday, October 24, 2015

"What's Nuked, Scooby-Doomsday?" — Creepheap

Creepheap

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  90' (30')
    —Swim:  150' (50')
Armor Class:  3
Hit Dice:  13
Attacks:  3 (2 claws, 1 bite)
Damage:  1d10 / 1d10 / 1d8
Save:  L13
Morale:  10
Hoard Class:  XXI
XP:  3,300

Creepheaps are squamous, 7'-tall beasts with weedy manes, gulping maws, and cyclopean visages.  They can elongate their pincer'd limbs to slice targets up to 15' away.  The creatures leave clumps of seaweed on everything in their passing.

Creepheaps feed on the life forces of their victims.  If a creepheap strikes successfully with both claws against the same target in the same round, it seizes its quarry in an unbreakable grip and psychically siphons an additional 2d6 HP.  This 2d6 leeching happens automatically each consecutive round, and only ends when the victim (or creepheap) is dead...

...but such victims are anything but deceased, as they arise in 1 turn as pallid, unblinking thralls of their killer!  These malevolent drain-slaves arise in 1 turn with the same stats, intelligence, abilities, speech, and HP as they did in life, and lacking a need to breathe, they can survive underwater with their masters.  A drain-slave again reduced to 0 HP stays permanently dead.

To ensure a steady supply of prey, creepheaps nest in sunken Ancient vessels near coastal communities and / or shipping lanes.

Mutations:  Fear GenerationUnique Mutation ("Slave-Drain")












Inspired by The Scooby-Doo Show episode #20, "The Creepy Heap From The Deep" (1977).

And for the Savage Worlds version, click here!

Thursday, October 22, 2015

"What's Nuked, Scooby-Doomsday?" — Karkinoid

Karkinoid  ("Man-Crab")

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  240' (80')
 —Burrow:  240' (80')
Armor Class:  0
Hit Dice:  14
Attacks:  2 (1 small claw, 1 big claw), or 1 crush
Damage:  1d6 / 2d8, or 6d6
Save:  L9
Morale:  11
Hoard Class:  XV
XP:  8,700

Karkinoids are immense, 12' tall crustaceans that reach heights of 20' when telescoping upon their middle limbs.  The ornery beings possess freakish speed, agility, and maneuverability, and make standing vertical jumps over 100' and bounding horizontal leaps of a quarter-mile.  Karkinoids also skitter at full movement up vertical surfaces and upside-down along ceilings.

If a karkinoid successfully strikes with a To Hit roll of 15+ with its larger claw, its prey is grasped in an unbreakable crush that does an automatic 2d8 damage per round; furthermore, the victim suffers an additional automatic 1d8 biting damage per round as its devoured alive!  Karkinoids are just as likely to attack from below the sands (Surprising on a 1-4 on 1d6) and drag screaming victims to their subterranean lairs...

...and they are pouncing from above, crushing unsuspecting targets for 6d6 damage!

Karkinoids trigger hives, swelling, and respiratory distress in all those with shellfish allergies if within a 15' radius of the beasts.

Mutations:  Enhanced Vision (Night, Ultraviolet), Fear Generation, Unique Sense ("Tremor-Sense")

















Inspired by Scooby-Doo! Mystery Incorporated episode #4, "Revenge Of The Man-Crab" (2010).

And for the Savage Worlds version, click here!

Saturday, October 17, 2015

"What's Nuked, Scooby-Doomsday?" — Squalodemon

Squalodemon

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  120' (40')
     —Swim:  210' (70')
Armor Class:  3
Hit Dice:  13
Attacks:  3 (2 claws, 1 bite)
Damage:  1d6 / 1d6 / 3d6
Save:  L7
Morale:  10
Hoard Class:  XI
XP:  8,700

Squalodemons are nocturnal, 7'-tall ichthyoids with toothy maws and sternums lined with fluttering gills.  They stalk beaches, waterways, and ruined aquatic theme parks.  Rumors suggest that they weren't born of radiation and mutagens, but may instead be prehistoric beings defrosted after eons of slumber.

Squalodemons blanket their territories with a perpetual roiling fog, and surround their personages with a thicker, obscuring mist (allowing them to Surprise anyone enveloped on 1-5 on 1d6).  Accordingly, all ranged attacks directed their way suffer a -3 To Hit penalty.

Squalodemons and fromags are natural enemies, and attack each other on sight.

Mutations:  Enhanced Vision (Night, Ultraviolet), Fear GenerationIncreased Sense (Smell)Reflective Epidermis (Cold), Weather Control











Inspired by The Scooby-Doo Show episode #12, "There's A Demon Shark In The Foggy Dark" (1976).

And for the Savage Worlds version, click here!

Sunday, October 11, 2015

"What's Nuked, Scooby-Doomsday?" — Bottomfeeder

Bottomfeeder

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  120' (40')
     —Swim:  180' (60')
Armor Class:  3
Hit Dice:  13
Attacks:  3 (2 claws, 1 bite)
Damage:  1d8 / 1d8 / 3d6 (See Below)
Save:  L7
Morale:  10
Hoard Class:  XV
XP:  6,000

The nightmarish bottomfeeders are 8'-tall, long-tailed ichthyoids that dwell in the deepest, foulest waterways. Their platter-sized eyes radiate hatred, and their gaping maws can barely close around rows of dagger-length teeth.

Bottomfeeders are cruel and terrible opponents.  Not only can they Swallow [as per p. 58 of the Mutant Future Core Rules] man-sized foes or smaller on a To Hit roll of 17-20, but they summon great bursts of strength, allowing them to lift vehicles, or pummel with abandon (adding a single +3d6 to claw attacks).

When lurking in overgrowth or submerged, bottomfeeders soundlessly appear and disappear at will, and Surprise on a 1-5 on 1d6.

Mutations:  Fear Generation, Increased Physical Attribute (Strength)Teleport (Modified)












Inspired by The Scooby-Doo Show episode #40, "The Beast Is Awake In Bottomless Lake" (1978).

And for the Savage Worlds version, click here!