Showing posts with label Scavenger. Show all posts
Showing posts with label Scavenger. Show all posts

Sunday, June 9, 2024

"S" is for "Sneakstank"

Here's another collaborative beastie arising from our Umerica group.  Each player rolled on the ol' mutations chart from Maximum Mutagenesis (which is a danged snazzy tome), hence the resulting ridiculousness.



Sneakstank

Sneakstanks are roughly man-sized crabs (around 4'-5' tall, and about 6' wide) with bulbous eyes and scaly, reptilian limbs.  Their mouth-mandibles end in small manipulative claws.

Sneakstanks are cunning, and while certainly no geniuses, are intelligent enough to utilize any tech that fits in their "hands".  Like piratical gondoliers, they pole across the waters via "trashbergs" to plunder unassuming coastal communities.

Sneakstank:  INIT +3; ATK big pincer +5 melee (2d6), small pincer +5 melee (1d6); AC 10 (d5 Armor); HD 3; MV 20' or 60' swim; ACT 1d20 (big) and 1d16 (small); SP Abnormal Limbs, Aquatic Adaptation (Water Ambush), Gigantic Proportions (Huge Eyes), Queasy Emissions (Offensive Odor); SV Fort +4, Ref +0, Wil +2; AL N or C.

Abnormal Limbs:  lizard-like

Aquatic Adaptation (Water / Sand Ambush):  lies in wait under the surface of either water or sand, gaining a surprise attack against oblivious foes [must roll an Intelligence check at DC 15 to detect]. Successful surprise attacks are automatic critical hits.

Gigantic Proportions (Huge Eyes):  gains +10 to all visual perception checks; can see perfectly well in the dark; gains +2d to stare down an opponent.

Queasy Emissions (Offensive Odor):  exudes a foul miasma that induces retching to all within 100’.  Getting closer requires a WILL save at DC 14; failure indicates convulsive gaging, inflicting a -2d penalty to all actions while within 100’ of the creature.  A new save must be made each round for those who choose to remain near the crab. Failing three saves in a row will cause the person to effectively be "turned" (as Turn Unholy of the core DCC book, pg 96-97).

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




Thursday, July 26, 2018

"E" is for "Eelwolf"

Eelwolf

No. Enc.:  2d6 (3d6)
Alignment:  Neutral
Movement:  180' (60')
      —Swim:  120' (40')
Armor Class:  7 (See Below)
Hit Dice:  4
Attacks:  1
Damage:  1d10
Save:  L4
Morale:  9
Hoard Class:  None
XP:  355

Equally at home on land or in water, the predatory eelwolves are encountered in forests, jungles, and swamps.  Their gurgling, rasping howls echo across the wasteland nightscape.

Eelwolves' agile canine builds, combined with sinuous musculature and sleek, slimy skin, grant the creatures an AC of 4 in melee (while being AC 7 at range).  Their diverse coloration also tends to match their environs, granting them Surprise on 1-4 on 1d6 and +1 to Initiative.  When pursuing prey, and eelwolf can compress and wriggle through an opening one-fourth its size.

Eelwolf hides can be made into leather armor (AC 7) that grants a +1 to DEX and an immunity to electrical-based attacks.

Mutations:  Energy Ray (Electricity), Enhanced Vision (Night), Reflective Epidermis (Electricity)





Sunday, October 25, 2015

"What's Nuked, Scooby-Doomsday?" — Cat-Creature

Cat-Creature

No. Enc.:  1 (1d4)
Alignment:  Chaotic
Movement:  150' (50')
Armor Class:  1
Hit Dice:  7+1
Attacks:  3 (2 claws, 1 bite)
Damage:  1d6 / 1d6 / 1d8
Save:  L4
Morale:  8
Hoard Class:  XXII +2d6 jewelry
XP:  1,700

Cat-creatures are nocturnal, olive-hued felinoids obsessed with gemstones, precious metals, and shiny trinkets.  Accordingly, they are usually encountered in ruined shopping complexes, or un-plundered cemeteries (which are often bizarrely decorated with feline-centric statuary).  Rumors suggest that cat-creatures are actually normal humans who unknowingly metamorphose while sleeping, perhaps due to exposure to irradiated jewelry

Between their flowing, obscuring capes and freakish acrobatic prowess, cat-creatures are almost impossible to strike in combat.  They can make springing leaps of up to 50'.

Snarling and feral, cat-creatures are far more savage and far less crafty than the typical Scooby-Doomsday monstrosity.

Mutations:  Enhanced Vision (Night), Increased Balance













[Inspired by The Scooby-Doo Show episode #33, "Make A Beeline Away From That Feline" (1978)]

Saturday, October 24, 2015

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

Creepheap

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  90' (30')
    —Swim:  150' (50')
Armor Class:  3
Hit Dice:  13
Attacks:  3 (2 claws, 1 bite)
Damage:  1d10 / 1d10 / 1d8
Save:  L13
Morale:  10
Hoard Class:  XXI
XP:  3,300

Creepheaps are squamous, 7'-tall beasts with weedy manes, gulping maws, and cyclopean visages.  They can elongate their pincer'd limbs to slice targets up to 15' away.  The creatures leave clumps of seaweed on everything in their passing.

Creepheaps feed on the life forces of their victims.  If a creepheap strikes successfully with both claws against the same target in the same round, it seizes its quarry in an unbreakable grip and psychically siphons an additional 2d6 HP.  This 2d6 leeching happens automatically each consecutive round, and only ends when the victim (or creepheap) is dead...

...but such victims are anything but deceased, as they arise in 1 turn as pallid, unblinking thralls of their killer!  These malevolent drain-slaves arise in 1 turn with the same stats, intelligence, abilities, speech, and HP as they did in life, and lacking a need to breathe, they can survive underwater with their masters.  A drain-slave again reduced to 0 HP stays permanently dead.

To ensure a steady supply of prey, creepheaps nest in sunken Ancient vessels near coastal communities and / or shipping lanes.

Mutations:  Fear GenerationUnique Mutation ("Slave-Drain")












Inspired by The Scooby-Doo Show episode #20, "The Creepy Heap From The Deep" (1977).

And for the Savage Worlds version, click here!

Thursday, October 22, 2015

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

Karkinoid  ("Man-Crab")

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  240' (80')
 —Burrow:  240' (80')
Armor Class:  0
Hit Dice:  14
Attacks:  2 (1 small claw, 1 big claw), or 1 crush
Damage:  1d6 / 2d8, or 6d6
Save:  L9
Morale:  11
Hoard Class:  XV
XP:  8,700

Karkinoids are immense, 12' tall crustaceans that reach heights of 20' when telescoping upon their middle limbs.  The ornery beings possess freakish speed, agility, and maneuverability, and make standing vertical jumps over 100' and bounding horizontal leaps of a quarter-mile.  Karkinoids also skitter at full movement up vertical surfaces and upside-down along ceilings.

If a karkinoid successfully strikes with a To Hit roll of 15+ with its larger claw, its prey is grasped in an unbreakable crush that does an automatic 2d8 damage per round; furthermore, the victim suffers an additional automatic 1d8 biting damage per round as its devoured alive!  Karkinoids are just as likely to attack from below the sands (Surprising on a 1-4 on 1d6) and drag screaming victims to their subterranean lairs...

...and they are pouncing from above, crushing unsuspecting targets for 6d6 damage!

Karkinoids trigger hives, swelling, and respiratory distress in all those with shellfish allergies if within a 15' radius of the beasts.

Mutations:  Enhanced Vision (Night, Ultraviolet), Fear Generation, Unique Sense ("Tremor-Sense")

















Inspired by Scooby-Doo! Mystery Incorporated episode #4, "Revenge Of The Man-Crab" (2010).

And for the Savage Worlds version, click here!

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!