Showing posts with label Other-Vore. Show all posts
Showing posts with label Other-Vore. 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.







Wednesday, December 2, 2015

"S" is for "Splicesaur — "Styracula"

Splicesaur Styracula

No. Enc.:  0 (1d4)
Alignment:  Neutral
Movement:  120' (40')
Armor Class:  2
Hit Dice:  13
Attacks:  1 (gore or crush)
Damage:  2d8 + special, or 3d6
Save:  L7
Morale:  11
Hoard Class:  VII
XP:  7,800

Styraculas are freakish hybrids of ceratopsians and bats.   Throbbing veins and arteries criss-cross their bodies, and stunted, expressive chiropteric wings adorn their brows.  The enormous beasts communicate in screeches and squeaks.

Styraculas feed on the blood, which they drain from victims via hollow snout horns. Anyone gored suffers an immediate 2d8 damage and becomes impaled and incapable of movement, and suffers an automatic 1d10 leeching damage per round.  Impaled victims can't escape on their own, and it requires two allies performing successful Ability Checks Vs STR to rip them free (which inflicts an additional 1d6 damage).  Styraculas can both Charge and Trample.

As a styracula feeds, the blood pumps visibly through the creature's frill.


Mutations:  Echolocation, Increased Sense (Hearing), Shriek


Saturday, October 31, 2015

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

Ghastlynaut  ("Space Kook")


No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  75' (25')
Armor Class:  2
Hit Dice:  13
Attacks:  2 (2 fists)
Damage:  2d6 / 2d6
Save:  L13
Morale:  11
Hoard Class:  XV
XP:  7,800

Ghastlynauts are 8'-tall, armored, skull-faced horrors from beyond the stars.  Their bone-chilling cackles are the soundtracks of nightmares, and their helms flash hellish red in syncopation with their wails.

The beings feed on fear, and channel it back through debilitating psychic assaults [Mind Thrust].  Though plodding and ponderous, ghastlynauts stalk inexorably and unerringly towards their quarry, and emit both a pulsing glow and low-frequency hum while doing so (meaning they never Surprise when on the prowl).  That said, hiding does no good, for they always find you...and you'll always know they're coming!!!

Ghastlynauts can take control of electricity-based machinery, vehicles, and artifacts and operate them from afar, no matter the condition of the contraption.  Control extends to only one device at a time, and said gadget must remain within a half-mile radius to function.  Ghastlynauts also surround themselves in combat with 3d6 illusory duplicates that mask their true location on the battlefield.  All opponents with visual senses (including robots) are susceptible to the effect.

Ghastlynauts travel in dilapidated "haunted saucers" that are essentially rocket-powered spookhouses.

Mutations:  Enhanced Vision (Night)Fear Generation, Know Direction, Mind ThrustUnique Mutations ("Holographic Replication""Overriding"), Unique Sense ("Stalker-Sense")
















Inspired by Scooby-Doo, Where Are You! episode #15, "Spooky Space Kook" (1969).

And for the Savage Worlds version, click here!

Friday, October 30, 2015

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

Cutler

No. Enc.:  1 (1d4)
Alignment:  Chaotic
Movement:  90' (30')
     —Swim:  90' (30')
Armor Class:  5
Hit Dice:  10
Attacks:  2 (2 fists)
Damage:  1d8 / 1d8
Save:  L8
Morale:  10
Hoard Class:  X +1d4 waterlogged-n-rusted gizmos
XP:  4,500

Congregating near "graveyards" of sunken ships and beached hulks, cutlers are the centuries-dead corpses of Ancient aquanauts reanimated by colonies of intelligent algae.  Their quasi-living husks pulse with unholy radioactivity; accordingly, they only Surprise on a roll of 1 on 1d6.

Cutlers feed on the fluids of their victims, which they leech through weedy, vampiric tendrils. Vine-entangled targets suffer the standard automatic 2d6 constriction damage per round, plus an additional 2d6 draining damage.  A cutler with prey in its coils may still pummel other targets without penalty.  Victims can only be freed by killing the cutler itself.

Cutlers can be communicated with via telepathy, but their dark thoughts are peppered with salty expletives from both human vernacular and the secret language of plants.

Mutations:  Fear GenerationFull Senses (Sonar)Prehensile Tendrils (Constricting) (Modified)Radioactive Emissions, Reflective Cellular Structure (Fire / Heat, Radiation)













[Inspired by Scooby-Doo, Where Are You! episode #2, "A Clue For Scooby-Doo" (1969)]

Tuesday, October 27, 2015

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

Voltergeist

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  75' (25')
Armor Class:  4
Hit Dice:  12
Attacks:  1 (touch)
Damage:  6d6
Save:  L12
Morale:  11
Hoard Class:  XVIII
XP:  12,400

Voltergeists are the sizzling psychic manifestations of those killed via electrocution. The hostile beings appear as portly, plodding, 7'-tall bipeds composed of crackling energy.  Despite their incandescence and crackling noisiness, voltergeists are bizarrely stealthy (Surprising on a 1-4 on 1d6).

Voltergeists can burn through any obstruction.  Simple locks and doors take a single round, while thicker walls and barricades may take 1d6 rounds.

Voltergeists feed on electricity, and absorb it from any contraption they contact; artifacts are drained at a rate of 1d10 charges per round.  They also hate mechanical devices in all their forms (including robots), and target them for destruction after dealing with living opponents.

Voltergeists are wholly immune to all adverse environmental effects, and can only be damaged and / or restrained by Mental Mutations and magnetism-based attacks.

Mutations:  Energy-Retaining Cell Structure (x2)Fear Generation












[Inspired by The Scooby-Doo Show episode #4, "Watt A Shocking Ghost" (1976)]

Monday, October 19, 2015

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

Midasoid

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  150' (50')
Armor Class:  -1
Hit Dice:  10
Attacks:  2 (2 fists), or 1 (see below)
Damage:  1d8 +3d6 / 1d8 +3d6, or 0 (see below)
Save:  L10
Morale:  9
Hoard Class:  XXII
XP:  3,100

Midasoids are nigh-featureless "living metal" beings, but not in the manner typically ascribed to robots; instead, they are comprised of a dazzling golden alloy.  Midasoids can phase through metal so as to bypass doors, walls, barriers, etc, but bizarrely, it doesn't pass through them, meaning they can be struck by weapons and firearms.

Midasoids are preternaturally strong.  They can punch through brickwork and solid stone, and cause disastrous building collapses with their jackhammer punches.

Midasoids can also transmute matter into solid gold.  Upon a successful touch attack (a hit that inflicts no damage), living victims must make a Saving Throw Vs Stun.  Failure indicates conversion into a shiny, dormant statue for 1d6 weeks.  Objects, machines, and vehicles thus transformed operate as usual without any ill effects (though they may be tougher and / or have other benefits, as determined by the Mutant Lord) for the same duration.

Heat-based attacks inflict an additional +2 damage per die against the creatures.

Mutations:  Frailty (Heat Damage) [D]Increased Physical Attribute (Strength), Unique Mutations ("Metal Phasing", "Midas Touch")













Inspired by What's New, Scooby-Doo? episode #40, "Gold Paw" (2005).

And for the Savage Worlds version, click here!