Showing posts with label Omnivore. Show all posts
Showing posts with label Omnivore. Show all posts

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




Sunday, January 22, 2023

Meet Corman!

 


This is Corman, an intelligent and telepathic otyugh trenchmouth.

They live in a hollowed out pit beneath four porta-johns stationed outside an Ancient spookhouse attraction, which warped into a legitimately haunted megadungeon after The Thunderkiss.

Think I'm gonna make them a mascot / patron / arch-enemy round these parts!


Saturday, March 24, 2018

"P" is for "Prongalope"

Prongalope

No. Enc.:  1d6+2 (2d10)
Alignment:  Neutral
Movement:  210' (70')
Armor Class:  5
Hit Dice:  5
Attacks:  2 or 1 (x2 weapon, or 1 gore)
Damage:  by weapon x2, or 1d6
Save:  L5
Morale:  9
Hoard Class:  VII
XP:  1,100

Prongalopes are man-sized, nomadic giraffoids with horns that coruscate with green electricity.  They travel the wastelands in tigh-knit clans, living off the lands and bartering for what they can't scavenge...and if negotiations fail, prongalopes are not above taking what they need..

Fast and frenetic, prongalopes strike twice per round with the same weapon, melee and ranged alike.  Their natural agility gives them a base AC 5, which can be improved by shields and tech.

Prongalopes settle tribal rivalries with elaborate dance contests, and their mutations are ideally suited to this purpose..  Once a year, the beings gather by the thousands to resolve debts, disputes, divorces, and all manners of conflicts via the art of "serving".  Prongalopes will gladly "step to" PCs and "take them to the prairies" in place of combat.

Mutations:  Combat Empathy, Energy Ray (Electricity), Fragrance Development, Increased Balance, Precognition 


Thursday, October 29, 2015

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

Wendighost

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  120' (40')
        —Fly:  210' (70')
Armor Class:  3
Hit Dice:  12
Attacks:  2 or 1 (2 claws, or 1 weapon)
Damage:  1d10 / 1d10, or by weapon
Save:  L12
Morale:  9
Hoard Class:  XXII
XP:  7,600

Wendighosts are burly, 8' tall, satan-browed bipeds that terrorize mountainous forests and polar climes.  Shaggy white fur makes them almost invisible in the snows, so they Surprise on 1-4 on 1d6 in such environs.

If a wendighost successfully strikes with both claws in the same round, it crushes with a powerful hug for another 2d8 damage.

Highly intelligent, wendighosts are proficient with Ancient tools and artifacts.  And they are straight-up the most malicious and bloodthirsty beasts in the Scooby-Doomsiverse, as they've been known to hurl crushing barrels, lob explosives, pitch enemies off cliffs, and even tie kidnapped victims to lumber-mangling buzzsaws!

Seriously.  They're brutal.

Mutations:  Enhanced Vision (Night), Fear Generation, Increased BalanceIncreased WillpowerPsionic FlightReflective Epidermis (Cold)














[Inspired by Scooby-Doo, Where Are You! episode #17, "That's Snow Ghost" (1970)]

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!

Tuesday, October 20, 2015

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

Hydefright

No. Enc.:  1 (1d4)
Alignment:  Chaotic
Movement:  120' (40')
Armor Class:  7
Hit Dice:  8
Attacks:  2 or 1 (2 fists, or 1 weapon)
Damage:  1d6 / 1d6, or by weapon
Save:  L10
Morale:  8
Hoard Class:  XXII
XP:  3,560

Hydefrights are green-skinned hermaphrodites with greasy hair, lantern jaws, booming laughs, and bulbous eyes.  They hoard wealth, but dress like derelicts. Hydefrights possess clinging pads on their hands and feet that let them scale even the smoothest vertical surfaces with ease.

Hydefrights relish terrorizing innocents, and giddily stalk and taunt their quarry.  The twisted beings particularly love hiding in vehicles; they Surprise on a 1-5 on 1d6 when inside a transport, and always lunge out at the most inopportune times...forcing the driver to make a Saving Throw Vs Stun to avoid a wreck!

Hydefrights are masters of the mad scientific disciplines, and are capable of amazing feats of chemistry, alchemy, and transmutation.  Their lab-lairs are always well-stocked.

Mutations:  Aberrant Form (XenomorphismSuction Phalanges), Enhanced Vision (Night), Fear Generation










[Inspired by Scooby-Doo, Where Are You! episode #18, "Nowhere To Hyde" (1970)]

Thursday, October 15, 2015

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

Torq

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  150' (50')
Armor Class:  4
Hit Dice:  15
Attacks:  2 fists
Damage:  2d6 / 2d6
Save:  L8
Morale:  11
Hoard Class:  VI and IX
XP:  9,600

The twisted torqs are 9'-tall slabs of hairless, hideous, mangled muscle. Their bodies are so warped, the creatures no longer feel pain.  Preternaturally agile despite their deformities, torqs climb, leap, and brachiate at full movement rate no matter the terrain or obstacles.  Torqs can deadlift 2,000 pounds with ease.

Torqs are relentless physical combatants, gaining +2 To Hit with all melee attacks.  If a torq strikes with both fists in the same round, the victim is body-slammed / pile-driven / atomic-dropped / "rassled" for an additional 3d8 damage, and must make a Saving Throw Vs. Death. Failure indicates a broken limb, with specifics determined by the Mutant Lord.  And anyone engaging a torq hand-to-hand unfortunately suffers a -1 to all To Hit rolls, due to the hulks' freakish anatomy.

Torqs secrete a Class 13 toxin that causes Sleep for 1d4 turns with a failed Saving Throw Vs Poison; success means a halved movement rate for the same duration.  If they use this toxic touch, they still inflict standard melee damage, but can't use the crushing / breaking ability concurrently.

Best way to deal with a torq?  Blast it—repeatedly, and vigorously—from afar.

Mutations:  Fear GenerationPain Insensitivity (D), Toxic Weapon ("Narco-Hold")












Inspired by What's New, Scooby-Doo? episode #32, "Wrestle Maniacs" (2005).

And for the Savage Worlds version, click here!