Friday, October 26, 2012

Spawn Of Devastation Drive-In Double Feature — 'Mad Doctor Of Blood Island' (1968) and 'Beast Of Blood' (1970)





Funghul

No. Enc.:  1d4 (1d6)
Alignment:  Chaotic
Movement:  90' (30')
Armor Class:  6
Hit Dice:  7
Attacks:  3 or 1 (2 claws, 1 bite, or weapon)
Damage:  1d8+2 / 1d8+2 / 1d10, or by weapon +2
Save:  L5
Morale:  12
Hoard Class:  None
XP:  2,190

The Ancients were obsessed with immortality, and one Dr. Lorca thought he had unlocked the secrets of Eternal Youth with his concoctions derived from the extracts of irradiated, motile plants...

...but his serums did more than grant everlasting life...

...FOR THEY TRANSFORMED THEIR RECIPIENTS INTO FANGED, FLESH-RENDING FIENDS WITH AN UNQUENCHABLE THIRST FOR FRESH BLOOD!!!

Mossy, monstrous, and perpetually craving the lifeblood of the living, funghuls are former Pure or Mutant Humans suffering from untreatable "chlorophyll poisoning", a wasting condition which renders the victim more plant than man.  Funghuls, with bodies so rotted that their genders are indeterminate, perpetually ooze green ichor and other noxious fluids.

They attack with ferocious savagery, lashing out with rending claws (which do +2 damage) and piercing fangs, but suffer a -2 To Hit due to a lack of depth perception caused by degenerating (or outright missing) eyes.  Funghuls always eviscerate and dismember their prey during the feeding process.

Anyone suffering a loss of more than 50% of their Hit Points from a funghul attack must make a Saving Throw Versus Death, or become infected themselves, transforming into a new funghul in 1d4+1 days.  No conventional healing aid or Ancient chemical agent is known to cure the condition.

Those funghuls that were particularly strong-willed and/or intelligent in life (MS or IN 14+) retain their mental faculties, and are able to speak and use melee weapons.  Furthermore, these specimens can survive decapitation; the severed head controls the body remotely, which attacks as normal.

Bizarrely, transplanting a detached funghul head onto the headless, medically-preserved body of an uninfected individual cures the chlorophyllic disease.  The funghul reverts to "normal" (albeit with a different frame) in 1d4 weeks.

Certain Ancient laboratories still contain stockpiles of Dr. Lorca's formula, capable of creating a verdant army of shambling plant-vampires....

Mutations: Acute Hyper Healing, Pain Insensitivity [D], Regenerative Capability

















Thursday, October 25, 2012

Spawn Of Devastation Drive-In — 'Robot Holocaust' (1986)




Dark Devourer

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  0' (0') 
Armor Class:  9
Hit Dice:  20
Attacks:  1 (see below)
Damage:  1d8 (see below)
Save:  L20
Morale:  9
Hoard Class:  XVIII, XX, XXI, XXII
XP:  12,250

Thanks in no small part to their technologies, The Ancients inflicted environmental disaster upon disaster on the ravaged Earth...

...BUT THEY NEVER EXPECTED THE MOTHER NATURE TO RISE UP AND USURP THEIR MACHINES, THEREBY TURNING THE WORLD'S MASTERS INTO CRAVEN SLAVES!!! 

Dark devourers are sprawling plants that grow into, and merge with, clusters of Ancient technology:   computer banks, automated factories / foundries, broadcast networks, power stations, etc.  They gradually take control over all machines within a region (with their influence stretching over hundreds—if not thousands—of miles), and dominate their territories with all manner of telepathically-controlled robots and androids.  Dark devourers often enslave entire villages, using them to mine precious ores and fuels to keep their holdings active and operable.  They deliver their demands over loudspeakers with booming, imperious voices.

Dark devourers feed off of both the flesh and the mental energies of sentient beings, and require robot thralls to deposit immobilized prey into their acidic "hunger bulbs".  Those ensnared are agonizingly dissolved over the course of days, taking 1d8 damage, and losing 1 point of both INT and WIL, per hour.  A dark devourer absorbs all the knowledge and memories of its victims in this fashion.

The creatures frequently demand they be addressed by grandiose titles, like "Dread One" or "Vile Lord" or "Bleak Master" and such.

[Mutant Lords should strive to maintain utmost secrecy regarding a dark devourer's robot-controlling abilities.  PCs should believe that a powerful humanoid or rogue A.I. is behind any and all robot uprisings, instead of a sentient plant.]

Mutations:  Animal Limbs/Organs (Larynx), Empathy, Full Senses (Hearing, Vision), Increased Willpower, Intellectual Affinity (Tinkerer), Prehensile Tendrils (Simple), Unique Mutation ("Brain-Draining"), Unique Mutation ("Techno-Control"), Vegetal Parasite







Whirring Dervish

Hit Dice:  13
Frame:  Biomorph
Locomotion:  Legs (Pair)
Manipulators:  None
Armor:  Duraplastic (AC 5)
Sensors:  Class II
Mental Programming:  Programming
Accessories:  Tool Mount
Weaponry:  Arm-Blades
XP:  3,300

Whirring dervishes are dingy humanoid robots designed only for combat.  They wade into the fray, extend their bladed arms, and spin in place until all foes are diced into gooey mounds of meat.

A dervish's blades affect all melee targets in an 8' radius, striking twice per round and doing 3d6 damage per hit.

A platoon of whirring dervishes can wipe out a living army in minutes.









Earth Eel  ("Sewage Worm")

No. Enc.:  3d10 (3d10)
Alignment:  Neutral
Movement:  0' (0')
Armor Class:  5
Hit Dice:  1
Attacks:  1 (bite)
Damage:  1d6
Save:  L1
Morale:  12
Hoard Class:  VI
XP:  19

Earth eels are blind invertebrates that nest in the stony walls of cavern complexes and abandoned sewers. They lunge out and bite anything that passes in front of their burrows.

If an earth eel successfully strikes on a To Hit roll of 15-20, it grasps the passerby's weapon in a crushing grip. It takes an Ability Check Versus STR at a -5 penalty (or, naturally, killing the eel) to wrench the weapon free.

Mutations:  Increased Sense (Hearing), Sensory Deficiency (Blind) [D]







Wednesday, October 24, 2012

Spawn Of Devastation Drive-In — 'Curuçu, Beast of The Amazon' (1956)




Curuçu

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  120' (40')
    —Swim:  45' (15')
Armor Class:  7
Hit Dice:  8
Attacks:  5 (2 claws, 2 tusks, 1 bite)
Damage:  1d8 / 1d8 / 1d6 / 1d6 / 2d6
Save:  L8
Morale:  8
Hoard Class:  XIV
XP:  2,060

The deepest, darkest jungles of the Mutant Future hide bizarre beings that have existed in secret since the times of the Ancients themselves...

...AND NONE IS MORE HORRIFYING, MORE DEADLY, MORE DEVIOUS THAN THE ACCURSED CURUÇU, THE SHAPE-SHIFTING BIRD-BEAST THAT MAKES MEALS OF MEN!!!

The elusive, tropic-dwelling curuçu is a feathered biped equally at home in water and on land. It stalks jungles, rivers, and lagoons...and favors Pure Humans over all other prey.

Curuçus lash out with razored claws, pointed tusks, and massive, fang-lined beaks.  A successful hit with both claws in the same round causes the victim to suffer an automatic 1d6 damage for 1d4 subsequent rounds, due to blood loss from deep lacerations.  And an attack roll of 19-20 with either claw results in the target's armor being shredded into uselessness. (This ability has no effect on Ancient powered armors.)

A curuçu can assume the form of a dark-complected Pure Human, and communicate in languages appropriate to the region.  It never feeds in this guise, but can use weapons, set traps, and foster deceit and treachery.

Mutations:  Aberrant Form (Gills and Lungs), Metamorph









(Unused Production Art by Reynold Brown, 1956)

Designer's Notes:  This film was released in black and white and color, but all available prints are in terrible condition...and the color version is so blurry as to be unwatchable, hence the b&w stills.

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