Showing posts with label Herbivore. Show all posts
Showing posts with label Herbivore. Show all posts

Thursday, May 9, 2024

"P" Is For "Pizzly" (Or "B" Is For "Bobble Bear")



This unholy creation was a collaborative effort amongst my long-term Umerica group.


We're starting a new campaign in the ruins of Aleutian Alaska, and the worldbuilding naturally involves new beasties.  Player M picked "grizzly / polar bear" hybrid, and The GM had us each roll an ability on the amazing mutation charts.


Sooooo Much Better Than Standard
Mutant Crawl Classics Rules

Meet the resultant monstrosity! 



Pizzly (aka Bobble Bear) 

Pizzlies are enormous ursines with freakishly enlarged heads with corresponding brains. They can--and do--consume anything, but posses a particular fondness for petroleum products. These chemicals leach into the fur, resulting in a protective plasticine coating; a dead pizzly's hide can be fashioned into tools and armor.

Two tentacles sprout from a pizzly's backside, and are deft enough to manipulate weapons and objects.

Pizzly (aka Bobble Bear): INIT +5; ATK bite +8 melee bite (1d14+2), claw +8 melee (1d6), tentacle slap +8 melee (1d3); AC 13 [d5 Armor]; HD 5+3; MV 40'; ACT 2d20 & 2d16 (tentacles); SP Carapace Protection (Plastic Shell), Gigantic Proportions (Head), Heightened Attributes (Agility), True Omnivore, Xenomorphic Traits (Tentacles); SV Fort +7, Ref +3, Wil +3; AL N or C.

Carapace Protection (Candy-Colored Coating): covered in resistant plastic-like fur and nodules increasing Armor +2d; can be fashioned into wearable armor and other implements.

Gigantic Proportions (Big Head): +1d5 to all Intelligence checks (as raccoon / dolphin / ape) and bite damage by +2d.

Heightened Attributes (Increased Agility): +2d to all Agility checks and Reflex saves.

True Omnivore: gains sustenance from eating meat, plants, and any / all petroleum products. 

Xenomorphic Traits (Tentacles): multiple tentacles grow from the creature's body; can use as well as normal limbs (and actually better, as can manipulate objects!) and grants 2d16 action dice for the tentacle’s actions.







Friday, October 23, 2015

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

Tamooka

No. Enc.:  1d4 (1d6)
Alignment:  Chaotic
Movement:  0' (0')
         —Fly:  240' (80')
Armor Class:  4
Hit Dice:  12
Attacks:  1 (gore)
Damage:  2d8
Save:  L6
Morale:  10
Hoard Class:  None
XP:  6,000

The nocturnal tamookas are airborne bovines that haunt the skies over prairies and badlands, and they only touch ground when sleeping.  Their fur glows a phantasmal bluish-gray, and their eyes burn with ruby malice.

The beasts can fly as fast—or faster!—as ground vehicles, but they won't pursue into tunnels or confined spaces.  Tamookas make frequent Dive attacks, and when carrying away victims, turn themselves and their quarry invisible to escape unimpeded.

Tamookas sinisterly "poach" livestock away from villages, using their Empathy mutations (which only work on creatures of animal-intelligence) to lure the beasts away.

Mutations:  Control Light Waves, Empathy (Modified)Enhanced Vision (Night)Fear Generation, Psionic Flight














Moodicine Man

No. Enc.:  1d4 (1d6)
Alignment:  Chaotic
Movement:  120' (40')
Armor Class:  6
Hit Dice:  8
Attacks:  1 (bite, or weapon)
Damage:  1d8, or by weapon
Save:  L8
Morale:  8
Hoard Class:  XIII, XIV
XP:  1,060

"Mooka-wonka!!!  Mooka-wonka!!!  Mooka-wonka-wonka!!!"

Moodicine men are tribal bovinoids with shaggy manes, ivory horns, saucer-sized eyes, and savage fangs  They frequently ally with a region's tamookas (even going so far as to ride them into battle), and feed upon the enthralled livestock procured by the flying bulls.  They also devour vanquished enemies!

Moodicine men reside in elaborate cave dwellings, and share their living spaces with eagles, owls, and other avians (mutated or otherwise).

Mutations:  Albinism (D), Enhanced Vision (Night)







[Inspired by The Scooby-Doo Show episode #11, "A Bum Steer For Scooby" (1976)]

Thursday, November 20, 2014

"R" is for "Rhinosaurus"

Rhinosaurus

No. Enc.:  0 (1d6)
Alignment:  Neutral
Movement:  150' (50')
Armor Class:  3
Hit Dice:  13
Attacks:  1 (bite or gore or trample)
Damage:  2d6 or 2d12 or 5d8
Save:  L7
Morale:  9
Hoard Class:  None
XP:  4,200

Rhinosauruses are elephantine, not-at-all-reptilian bugs that inhabit both arid wastelands and lush jungles. Their iridescent carapaces are so dazzling, anyone attacking them in melee without protective eyewear / lenses suffers a -2 To Hit.  The beasts Trample [p. 58 of the Mutant Future Core Rules] more often than not, but they also channel powerful prismatic beams through their horns.

Shields and armor made from rhinosaurus hide are immune to lasers and other photonic attacks.

Hardy and trainable, rhinosauruses are favored mounts of wasteland tribes.

Mutations:  Energy Ray (Laser / Light), Reflective Epidermis (Laser / Light)

Tuesday, September 2, 2014

"P" is for "Phibbon"

Phibbon

No. Enc.:  1d8 (3d6)
Alignment:  Neutral
Movement:  120' (40')
Armor Class:  4
Hit Dice:  2
Attacks:  1 (bite)
Damage:  1d6
Save:  L1
Morale:  8
Hoard Class:  II
XP:  47

The arboreal, 2'-tall phibbons possess massive jaws and grinding teeth to better masticate nuts and armored mutant plants. And though their markings render them almost invisible in the treetops, phibbons' incessant hoot-croaks make them considerably less than stealthy (meaning they Surprise on a 1-3 on 1d6).

Phibbons shoot energy beams (type determined at random) from their cyclopean eyes, and their bites inject a powerful hallucinogen which causes Confusion for 1d12 hours upon a failed Saving Throw Versus Poison.  Native tribes use such secretions for medicinal purposes, and in religious rites.

Mutations:  Energy Ray (Any), Toxic Weapon (Venom)


Tuesday, August 5, 2014

"E" is for "Eyecone"

Eyecone

No. Enc.:  3d12
Alignment:  Neutral
Movement:  120' (40')
Armor Class:  4
Hit Dice:  3 hp
Attacks:  1 (bite)
Damage:  1d4
Save:  L1
Morale:  11
Hoard Class:  None
XP:  7

Eyecones are small, parasitic insects that infest larger plants (usually conifers...and often of the killer-mutant variety) to leech the fluids within.  They are virtually indistinguishable from vegetative growths, and Surprise on a 1-5 on 1d6.

Aggressive and opportunistic feeders, eyecones drop on passersby en masse.  If an eyecone makes a successful attack against a target, it burrows into the victim, and does automatic damage each round until removed or killed.   Those wearing metal- or plastic-based armor are resistant to this effect.

Eyecones are also far quicker than they have any right to be, and sprint after foes on spindly "branches".

Mutations:  None



Monday, July 28, 2014

"H" is for "Hippoid" [Metamorphosis Alpha Version]



Hippoid

Number Usually Appearing:  1-3
Armor Class:  3
Movement (Yards / Turn):  8
Hit Dice:  9

Mutations:  Heightened Brain Talent, Heightened Intelligence, New Body Parts (Photosynthetic Skin), No Sensory Nerve Endings [D], Telekinesis

Hippoid (Hippopotamus):  This gregarious, creative biped stands a beefy 7' tall and is wholly immune to pain.  Hippoids are skilled body modification artisans, and each sports numerous tattoos, piercings, implants, and decorative scars / brands.

The creatures are psionically attuned to electrical current, and with minimal concentration, can pinpoint the location of any functional artifacts within a one-mile radius.  Hippoids are also photosynthetic, and heal 4x as quickly in lit environs; conversely, they move 50% slower in the dark, and suffer -2 to Saving Throws versus temperature-related attacks.


Wednesday, July 23, 2014

"H" is for "Hippoid" [Mutant Future Version]

Hippoid

No. Enc.:  1d4 (1d4)
Alignment:  Neutral
Movement:  120' (40')
      —Swim:  60' (20')
Armor Class:  3
Hit Dice:  13
Attacks:  1 (bite, punch, or weapon)
Damage:  2d8, 2d6, or by weapon
Save:  L13
Morale:  10
Hoard Class:  XVIII
XP:  6,900

The creative and gregarious hippoids are beefy, 7' tall bipeds that are wholly immune to pain.  They are skilled body modification artisans, and each hippoid sports numerous tattoos, piercings, implants, and decorative scars / brands.  They're the only race in the Mutant Future that doesn't blanch at the words "recreational dentistry".

Hippoids are psionically attuned to electrical current, and with minimal concentration, they can pinpoint the location any functional artifacts within a 2-mile radius.

Mutations:  Epidermal Photosynthesis, Increased Willpower, Neural TelekinesisQuick MindPain Insensitivity [D]Unique Sense ("Electro-Sense")



Wednesday, June 25, 2014

"T" is for "Thornhopper"

Thornhopper

No. Enc.:  0 (2d6)
Alignment:  Neutral
Movement:  180' (60')
Armor Class:  4
Hit Dice:  6
Attacks:  1 (gore or kick)
Damage:  2d8 or 2d6
Save:  L3
Morale:  8
Hoard Class:  None
XP:  1,070

Thornhoppers are armored, flightless insects of bison-like proportions that reach lengths of 15' long. Domesticated over the post-apocalyptic centuries, thornhoppers can carry two riders and up to 500 lbs of extra gear.

Thornhoppers often Trample when provoked, or at their riders' insistence.  And they are nigh-invisible in verdant environs, Surprising (even if carrying riders) on 1-5 on 1d6.

Mutations:  Increased Balance



Tuesday, May 6, 2014

"T" is for "Tapiroid" [Metamorphosis Alpha Version]



Tapiroid

Number Usually Appearing:  1-3
Armor Class:  6
Movement (Yards / Turn):  12
Hit Dice:  6

Mutations:  Heightened Vision, Hemophilia, Illusion Generation, Mental Paralysis, Molecular Disruption, Repulsion Field Generation

Tapiroid (tapir):  This 5' tall, nocturnal biped travels in small family bands.  Being hemophiliacs, they are shy and secretive, and have evolved powerful mental mutations to avoid and deter conflict.

Tapiroids prefer heavily wooded environs, and often travel along lake and river bottoms to mask their travels.  Their prominent snouts can further elongate another 1-2' to serve as (rather clumsy) extra limbs, or makeshift snorkels.




Wednesday, April 30, 2014

"T" is for "Tapiroid" [Mutant Future Version]


Tapiroid

No. Enc.:  1d6
Alignment:  Neutral
Movement:  150' (50')
          Swim:  60' (20')
Armor Class:  6
Hit Dice:  7
Attacks:  1 (bite, or weapon)
Damage:  1d6, or by weapon
Save:  L7
Morale:  8
Hoard Class:  XIV
XP:  2,540

Tapiroids are nocturnal, 5' tall beings that live in small family bands.  Being hemophiliacs in the merciless Mutant Future, they are shy and secretive, and have evolved powerful mental mutations to avoid and deter conflict.  Each tapiroid has a WIL score of  10+1d6.

Tapiroids prefer heavily wooded environs, and often travel along lake and river bottoms to mask their travels.  Their prominent snouts can further elongate another 1-2' to serve as (rather clumsy) extra limbs, or makeshift snorkels.

Mutations:  Disintegration, Enhanced Vision (Night), Force Screen (Greater), Hemophilia [D], Mental Phantasm, Prehensile Tail (Modified)



Friday, January 24, 2014

"C" is for "Caterman"


Caterman

No. Enc.:  1d4 (1d6)
Alignment:  Neutral
Movement:  120' (40')
Armor Class:  6
Hit Dice:  9
Attacks:  5 (4 punches, 1 bite), or 2 weapons
Damage:  1d4 / 1d4 / 1d4 / 1d4 / 1d8, or by weapons
Save:  L9
Morale:  9
Hoard Class:  XVIII
XP:  3,800

Catermen are fleshy, 12'-15' long insectoids that "stand" 6'-7' upright.  They can cling to all but the slickest surfaces. Gregarious and chatty, catermen collect stories and tall tales from travelers.  One can always determine a caterman's mood by the movements of its antennae and tail-whips.

Catermen spit strong, sticky strands of silk at distances up to 15'.  Creatures caught within become cocooned, and can't move or attack.  Anyone with a STR of 16 or less breaks free in 2d4 turns; those with higher scores do so in 1d4+2 rounds.

Upon encountering sentient mutant plants, catermen ask ever so politely if they can take a small nibble (which only inflicts 1d3 damage) of their personages.  They relish the flavors of exotic vegetation as a sommelier does wine, you see.

Mutations:  Aberrant Form (XenomorphismSpinnerets), Extra Parts (Limbs), Force Screen, Mind Reflection




Tuesday, December 17, 2013

"S" is for "Splicesaur — Serratops"

Splicesaur — Serratops

No. Enc.:  0  (2d4)
Alignment:  Neutral
Movement:  120' (40')
Armor Class:  3
Hit Dice:  12
Attacks:  3 (3 "blades")
Damage:  1d10 / 1d10 / 1d10
Save:  L6
Morale:  10
Hoard Class:  None
XP:  2,000

Serratopses are quadrupedal, herbivorous reptiles the size of Ancient rhinoceroses.  Bony spurs line their backs, and 3 ridged, blade-like growths adorn their snouts and neck-frills.

Those sliced by any 2 of a serratops' blades in a single combat round acquire the Hemophilia mutational drawback.  Serratopses themselves are immune to this effect (as their blood contains a hyper-coagulant), but their bodies are scarred from courtship rituals and simple accidents.

Only the boldest and/or stupidest predators target serratopses.

Mutations:  None


Tuesday, June 25, 2013

"D" is for "Diabalope"

Diabalope  ("Impaler")

No. Enc.:  2d8
Alignment:  Neutral
Movement:  210' (70')
Armor Class:  3
Hit Dice:  5
Attacks:  1 (gore)
Damage:  5d4+5
Save:  L3
Morale:  11
Hoard Class:  None
XP:  950

Diabalopes are dainty herbivores with 5 prominent horns jutting from their skulls.  Bioluminescent optic nodules dangle from their heads, granting the creatures 360-degree vision; accordingly, they are never Surprised.  Despite their slight builds, diabalopes are aggressive and territorial, and capable of fending off even the deadliest predators.

Diabalopes discharge blistering beams (Radiation Class 7) from their snout-horns.  

Mutations:  Beguiling, Damage Turning, Energy Ray (Radiation), Extra Parts (Eyes)

Tuesday, May 28, 2013

"N" is for "Negahorse"



Negahorse

No. Enc.:  2d6 (3d6)
Alignment:  Neutral
Movement:  210' (70')
Armor Class:  5
Hit Dice:  10
Attacks:  1 (bite, kick, trample)
Damage:  1d8 or 1d12 or 3d6
Save:  L5
Morale:  9
Hoard Class:  None
XP:  2,400

Negahorses are stocky, ill-tempered equines found in blasted plains and desolate wastelands.  Predators give them a wide berth.

Negahorses discharge antimatter energy from their eyes, heads, and snouts—their craniums to glow and crackle with an indigo nimbus before release.  The beams act as a combination of the Energy Ray and Disintegration mutations:  usable once every 3 rounds up to a distance of 50', and destroying WILx10 lbs of matter (dead and living alike), and utterly lacking the "reduced to 1 HP" side effects.  Negahorses have WIL scores of 12+1d8.

Only the bravest / most foolhardy individuals attempt to take negahorses as mounts.

Mutations:  Reflective Epidermis (Radiation), Unique Mutation ("Antimatter Blast")

Wednesday, May 8, 2013

Let's Go To Gamma World. Meet... The Maali.


Maali

No. Enc.:  1 (1)
Alignment:  Neutral
Movement:  150' (50')
        Biped:  60' (30')
Armor Class:  6
Hit Dice:  11
Attacks:  3 (2 claws, 1 gore) or 1 (weapon)
Damage:  1d6 / 1d6, 2d8, or by weapon
Save:  L11
Morale:  11
Hoard Class:  XVIII
XP:  7,300

The solitary maali (singular and plural) are enormous, shaggy ungulates with radiation-ravaged heads and hides.  The creatures often appear "simple" due to scar-induced drooping tongues, crossed eyes, etc., but they are shrewd, and speak multiple humanoid languages. Maali generally roam as quadrupeds, but can locomote bipedally (standing over 15' tall)...and use tools, weapons, and artifacts while doing so, thanks to leathery hands on their forelimbs.

Maali lay claim to large swaths of forest, and are quite protective of the their domains and the wildlife within. They dispatch predators and hunters with extreme prejudice.

Despite the maali's fascination with Ancient technology, the sight of robots sends them into epileptic fits.  Treat as Paralysis that lasts for 1 full turn, after which they can act and behave normally.

Mutations:  Ability Boost, Aberrant Form (XenomorphismHands), Bizarre Appearance (Burns & Scars) [D], Control Weather, Displacement, Dual Cerebellum (+1 extra random Mental Mutation), Energy Ray (Sonic), Force Screen, Mental Phantasm, Seizures (Modified) [D]


New Mutation

Displacement (Mental):  Allows mutant and its possessions to teleport out of danger, once per hour and up to a distance of 200'.  The mutant has no idea as to where it will reappear within the area.  The mutant never teleports into a solid object or any location that results in instantaneous death.  The Mutant Lord may wish to force the mutant to teleport during ANY stressful event (representing the body's unconscious desire to escape over conscious objections).  It is possible that situations arise where it's where it's impossible to teleport out of danger because of the limited radius (as in the entire region could be hazardous), so the mutant remains where they are and must wait an hour to try again.





Not-The-Designer's Notes:  The Maali and Displacement appeared in 1982's Famine In Far-Go, which was designed by Michael Price, and developed by Price and Michael J. Richie. Illustration provided by the enigmatic Darlene.