Showing posts with label Reptile. Show all posts
Showing posts with label Reptile. Show all posts

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

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


Wednesday, October 28, 2015

"What's Nuked, Scooby-Doomsday?" — Gator Ghoul

Gator Ghoul

No. Enc.:  1 (1d4)
Alignment:  Chaotic
Movement:  120' (40')
      —Swim:  75' (25')
Armor Class:  4
Hit Dice:  13
Attacks:  3 or 1 (2 claws, 1 bite, or 1 tail-slap)
Damage:  2d8 / 1d6 / 1d6, or 2d6 + special
Save:  L7
Morale:  10
Hoard Class:  VII
XP:  6,900

Gator ghouls are bipedal crocodiloids that haunt toxic swamps and polluted bayous.  Master skulkers (and leering voyeurs), they Surprise on a 1-4 on 1d6.

Gator ghouls relish visceral combat, but treacherously blind their foes before melee.  A successful tail-slap sends victims flying 20' away, and requires an Ability Check Vs Dex to avoid and additional 3d6 impact damage.  Gator ghouls cannily blast Class 8 radiation from afar when outclassed (or just feeling particularly ornery).

Mutations:  Fear GenerationIncreased Sense (Vision)Optic Emissions (Bright Eyes, Gamma Eyes)













[Inspired by The Scooby-Doo Show episode #3, "The Gruesome Game Of The Gator Ghoul" (1976)]

Monday, October 26, 2015

"What's Nuked, Scooby-Doomsday?" — Steam Demon

Steam Demon

No. Enc.:  1d4 (1d8)
Alignment:  Chaotic
Movement:  120' (40')
—Levitation:  120' (40')
Armor Class:  5
Hit Dice:  8
Attacks:  2 claws
Damage:  3d6 / 3d6
Save:  L8
Morale:  10 / 6 (see below)
Hoard Class:  XIV
XP:  2,560

Steam demons are the nastiest denizens of ruined under-cities and sewers.  The hissing fiends relish wanton cruelty and vandalism, and their ability to channel sizzling, steel-melting electricity through their claws only enhances their destructive might.

Bullies and thugs, steam demons fancy kidnapping surface-dwelling Pure Humans and Mutant Animals just for sadistic thrills.  That said, steam demons are terrified by Mutant Humans of CHA 6 or less and other "frightening" bipeds.  Their Morale drops to 6 upon encountering groups of 2 or more such beings.

Steam demons generate billowing clouds of noxious, fuchsia-hued gas that surround them in a 20' radius.  Anyone caught within suffers the effects of a Class 4 poison per round and a -2 penalty to all To Hit rolls (even if a Saving Throw Vs Poison succeeds on the damage).  And though they sport prominent wing-flaps, steam demons actually levitate, and can only reach vertical heights of 15' above the ground / floor.

Mutations:  Energy-Retaining Cell Structure, Enhanced Vision (Night), Fear GenerationPhobia ("Monstrous Humanoids") [D], Toxic Weapon ("Sulfurous Fumes")














[Inspired by The Scooby-Doo Show episode #10, "A Frightened Hound Meets Demons Underground" (1976)]

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 GenerationTeleport













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

And for the Savage Worlds version, click here!

Thursday, June 18, 2015

"C" is for "Chudstak"

Chudstak

No. Enc.:  3 (2d8)
Alignment:  Chaotic
Movement:  105' (35')
Armor Class:  3
Hit Dice:  7+1
Attacks:  3 (2 claws, 1 bite)
Damage:  2d6 / 2d6 / 1d10
Save:  L4
Morale:  11
Hoard Class:  VII, VIII
XP:  4,500

The subterranean chudstaks are nightmarish crossbreeds between two dreaded, degenerate races, and they combine the worst aspects of each.  They are 7'-tall, blackish-green beings with oversized claws and snaggle-toothed maws, and their bodies drip so much slime they seem to be melting. Though gangly, chudstaks possess ferocious strength, and the damage they inflict takes twice as long to heal.

Chudstaks' eyes blaze with such enmity that anyone beholding the brutes must make a Saving Throw Vs Stun, or be Paralyzed in shrieking terror for 1d4+1 rounds.  The creatures are immune to radiation, toxins, and disease, and their viscous coating makes them impervious to flame-based attacks.  Chudstaks Surprise only on a 1 on 1d6, though, due to a combination of their luminous gaze and continual hissing.

Chudstaks haunt ruined sewers, befouled basements, and underground contaminant (nuclear, biohazard, etc.) depositories, and their nauseating lairs are littered with the rotting corpses of their victims.  They are too stunted to use technology, but possess a feral cunning, and set traps, deadfalls, and ambushes to waylay prey.  Chudstaks can also contort and stretch their frames to pass through apertures too small for most humanoids, allowing them to invade otherwise secure domiciles.

Wandering chudstaks are always encountered in groups of 3.

Mutations:  Atrophied Cerebellum (D)Enhanced Vision (Night, Thermal, Ultraviolet), Increased Sense (Hearing, Smell)







Tuesday, June 2, 2015

"L" is for "Laseraptor"

Laseraptor

No. Enc.:  2d6 (See Below)
Alignment:  Neutral
Movement:  180' (60')
Armor Class:  5
Hit Dice:  4
Attacks:  3 (2 claws, 1 bite)
Damage:  1d6 / 1d6 / 1d8
Save:  L2
Morale:  10
Hoard Class:  None
XP:  245

Laseraptors are brownish-green, man-sized reptiles that fire crimson bolts from their eyes. Though rendered extinct "thousands of years ago", they appear in the Mutant Future via time-portals and / or escapes from dino-centric theme parks.

Laseraptors hunt in packs, but always send a lone member to scout ahead.  Many an adventurer has slain the solo creature and gone about her business, not realizing that an angry pack of light-blasting lizards is closing in!

Mutations:  Energy Ray (Laser / Light)






Laseraptors appear courtesy of the new hotness, Kung Fury.  Watch it!


Thursday, April 16, 2015

"C" is for "Crotaloid"

Crotaloid  ("Rattleman")

No. Enc.:  1d3 (1d6)
Alignment:  Any
Movement:  120' (40')
Armor Class:  5
Hit Dice:  8
Attacks:  2 or 1 (2 bites, or 2 claws, or 1 weapon)
Damage:  1d8 + poison / 1d8 + poison, or 1d6 / 1d6, or by weapon
Save:  L8
Morale:  9
Hoard Class:  XIX
XP:  6,020

Crotaloids are gregarious serpent-men that always have an angle, and they're so slick they could sell a broken lightbulb to a luminoid.

Crotaloid eyes crackle with cobalt radioactivity [Class determined at random], and each head can target separate foes (essentially doubling the standard use of the Energy Ray mutation).  And their bites are venomous [Class also random].

Before teleporting, crotaloids rattle their tails at freakish speeds.  It is hypothesized that mimicking this frequency via technology could unlock newfound ways of traversing the cosmos!

Mutations:  Dual CerebellumDual-Headed, Energy Ray (Radiation) (x2), Intellectual Affinity (Bartering), Plane Shift, TeleportToxic Weapon (Venom) (x2)