Showing posts with label Avian. Show all posts
Showing posts with label Avian. Show all posts

Monday, October 12, 2015

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

Cluckenstein

No. Enc.:  1 (1d4)
Alignment:  Chaotic
Movement:  120' (40')
Armor Class:  3
Hit Dice:  14
Attacks:  3 (2 claws, 1 bite)
Damage:  2d8 / 2d8 / 1d10
Save:  L9
Morale:  10
Hoard Class:  XIV
XP:  6,000

The absurd cluckensteins are 8'-tall mountains of fanged, feathered fury.  Crisscrossed with scars and sutures, their misshapen bodies are comprised of compressed poultry remnants given unholy life by deranged processing-plant AIs.  Certain avianoids often use them as guards.

Cluckensteins attack with battering fists, and if both strike successfully in the same round, the target is crushed for an additional 4d6 damage.  The beaked brutes are mighty enough to ignore damage from conventional firearms, and they barrel through walls, doors, and blockades without impediment.

Cluckensteins can operate vehicles and heavy equipment.  They are also capable of halting, gravelly speech, but usually only bellow threats like, "CLUCK SMASH!!!"

All artifacts found in a cluckenstein's rancid nest are in Condition 2 or less [p. 42 of the Mutant Future Core Rules].

Mutations:  Fear Generation















—

Inspired by A Pup Named Scooby-Doo episode #17, "Chickenstein Lives!" (1989).

And for the Savage Worlds version, click here!

Saturday, October 10, 2015

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

Terrordactyl

No. Enc.:  1d4 (2d8)
Alignment:  Chaotic
Movement:  120' (40')
         —Fly:  210' (70')
Armor Class:  5
Hit Dice:  7
Attacks:  3 (2 claws, 1 bite)
Damage:  1d6 / 1d6 / 1d10
Save:  L7
Morale:  9
Hoard Class:  VII + d100 audio-related artifacts
XP: 1,490

Terrordactyls are bipedal, winged reptiloids that lair in mountainous cavern complexes.  Vicious and territorial, they attack any and all flyers (including vehicles) that enter the airspace around their dens.  A terrordactyl can carry off a full-grown man with a standard Dive maneuver [p. 58 of the Mutant Future Core Rules].

Terrordactyls shimmer radiantly upon ending a Teleport move.

While their own tribal culture is primitive, terrordactyls are obsessed with Ancient music and its assorted media forms, and hoard instruments, albums, cassettes, digital players, and even studio recording equipment.

Mutations:  Fear Generation, Teleport












—

Inspired by The Scooby-Doo Show episode #19, "Hang In There, Scooby-Doo" (1977).

And for the Savage Worlds version, click here!

Wednesday, October 7, 2015

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

Willawaw

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  15' (5')
         —Fly:  270' (90')
Armor Class:  4
Hit Dice:  13
Attacks:  2 (1 grasp, 1 bite)
Damage:  2d8 / 1d10
Save:  L9
Morale:  8
Hoard Class:  XXII +2d10 gizmos +4d6 junk
XP:  8,700

Willawaws are bloated, bioluminescent owls that thunderously rocket through the skies.  They Dive [p. 58 of the Mutant Future Core Rules] more often than not, and carry off quarry on To Hit rolls of 16+.

Willawaws are psychically attuned to all avians (normal, mutant, and humanoid) in their territory, and see and hear at will through the birds' senses.  And if a linked creature screeches a PCs name in an approximation of human speech, said PC is invariably the willawaw's next victim!  Legend says that anyone who observes a willawaw in flight also becomes a target.

Willawaws are hoarders, and stockpile artifacts, objets d'art, and junk.  Their cave-iaries are overstuffed with their prey's loot, and that acquired by their otusoid minions [see below].

Mutations:  Increased Sense (Vision), Fear Generation, Mental Barrier, Mental Telepathy, Metaconcert (modified), Possession, Reflective Epidermis (Lasers / Light)











—

Otusoid

No. Enc.:  1d8 (3d6)
Alignment:  Chaotic
Movement:  120' (40')
Armor Class:  6
Hit Dice:  8
Attacks:  3 or 1 (2 claws, 1 bite, or 1 weapon)
Damage:  1d6 / 1d6 / 1d8, or by weapon
Save:  L8
Morale:  12
Hoard Class:  VII
XP:  3,060

Otusoids are stocky, flightless owl-men that unwaveringly procure fresh meat and treasure for their willawaw masters.  They are master hunters, trackers, and scavengers, and being immune to all fear-based effects and mutations, unrelentingly storm domiciles and strongholds in pursuit of their quarry.

Left to their own devices, otusoids are creepy, dead-eyed voyeurs that never, ever blink.

Mutations:  Increased Sense (Smell, Vision), Know Direction, Metaconcert






—

Inspired by The Scooby-Doo Show episode #25, "Watch Out!  The Willawaw!" (1978).

And for the Savage Worlds version, click here!

Friday, June 20, 2014

"F" is for "Flinch"

Flinch

No. Enc.:  2d6 (3d6)
Alignment:  Neutral
Movement:  18' (6')
         —Fly:  210' (70')
Armor Class:  2
Hit Dice:  1d2 HP
Attacks:  1 (peck)
Damage:  1 hp
Save:  L1
Morale:  7
Hoard Class:  None
XP:  7

Flinches are 6" tall birds with grimy, soot-stained feathers. Fleshy tumors erupt across their skulls, sometimes growing so pervasively as to blind the creatures outright.

Pyrokinetic pests that eat seeds, small arthropods, and ash, flinches are feared throughout the Mutant Future.  They turn settlements and ruins into infernos, and lay waste to arable land and crops.  To keep flinches at bay, villages often keep fiery "feeders" (rusty toxic waste drums filled with smoldering grains, vegetation, and debris) at the outskirts.

Some (burn-scarred, hair-deficient) individuals claim to have domesticated flinches, using exotic nectars and hand-carved whistles...which they'll happily sell for an exorbitant sum, natch.

Mutations:  Reflective Epidermis (Fire / Heat), Temperature Control (Heat), Vision Impairment [D]


Friday, May 30, 2014

"X" is for "Xeemu"

Xeemu

No. Enc.:  1d4 (1d6)
Alignment:  Chaotic
Movement:  180' (60')
Armor Class:  7
Hit Dice:  5
Attacks:  2 or 1 (1 peck, 1 kick, or 1 weapon)
Damage:  1d6 / 1d10, or by weapon
Save:  L5
Morale:  9
Hoard Class:  VII
XP:  950

The man-sized, 400 lb xeemus are mean-spirited, aggressively stupid avians that accost any humanoids they encounter.  They love shiny trinkets and weapons, and rob travelers unlucky enough to enter their territory.

Quite dexterous, a xeemu can wield 1 weapon (via prehensile feet) in combat. However, the unique resonances of energy-based melee weapons (vibro-swords, warp-field maces, etc.) drive them into a panic.

Xeemus produce live young, and carry their hatchlings in abdominal pouches.

Mutations:  Aberrant Form (Pouch, Prehensile Feet), Increased Balance, Neural Telekinesis, Phobia (Energy HTH Weaponry) [D], Teleport


Wednesday, October 23, 2013

Devastation Drive-In 3-D — 'The Giant Claw' (1957)




Karkonya

No. Enc.:  1 (1)
Alignment:  Neutral
Movement:  30' (10')
        —Fly:  450' (150')
Armor Class:  8
Hit Dice:  30
Attacks:  2 or 1 (2 claws, or 1 bite)
Damage:  5d10 / 5d10, or 10d12
Save:  L15
Morale:  12
Hoard Class:  None
XP:  18,000

The Ancients swarmed the land, sea, and air in all manner of technologically wondrous vehicles, jetting from one locale to another at fantastic speeds...

...BUT ALL TRAVEL, COMMERCIAL AND RECREATIONAL ALIKE, CAME TO AN END THE DAY A COLOSSAL BIRD-BEAST FROM THE STARS MADE EARTH ITS PERSONAL LARDER!!!

Karkonyas, freakish extraterrestrial avians "as big as battleships", are the undisputed masters of the Mutant Future skies.  The scruffy, goggle-eyed beasts crisscross the globe in a matter of hours, and they ravenously target any and all moving vehicles—locomotives, boats, aircraft, and even spacecraft—to gobble the occupants within.

A karkonya Swallows a target of dinosaur-size or less on a natural To Hit roll of 15-20 (and escape is impossible, unless the Mutant Lord is feeling lenient).

While a karkonya is incredibly easy to target, the gargantuan bird is nigh-impossible to injure due to a field of protective antimatter.  This screen deflects all damage from conventional weapons, explosives, and atomic armaments; only mu-meson / muon energy projectors (modified Advanced Rifles from p. 113-114 in the Mutant Future Core Rules) can breach the shield.  If such a weapon hits a karkonya, the antimatter collapses for 1d6 rounds, making the creature vulnerable to any and all attacks for the duration.

Karkonyas build stadium-sized nests in ruined cities, isolated jungles, and craggy peaks, and each contains 1 egg on the verge of hatching....

A karkonya has only one natural enemy:  the atomic voltonodon.  Battles between the titanic terrors last for days, and ravage thousands of square miles of terrain.

Mutations:  Enhanced Vision (Night), Unique Mutation ("Antimatter Screen")