Friday, December 7, 2012

Dr. Gori Unleashes... THE MAGNITUDINOUS MAGNITRON.


Magnitron

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  45' (15')
  —Burrow:  150' (50')
  —Swim:  150' (50')
Armor Class:  4
Hit Dice:  14
Attacks:  3 or 1 (2 claws, 1 bite, or 1 bite)
Damage:  2d8 / 2d8 / 1d12, or 3d6
Save:  L7
Morale:  11
Hoard Class:  None
XP:  11,400






Ahhh, Magnitron...you are indisputably my most amazing creation!!!  You tunnel beneath the earth, unleashing cataclysmic tremors.  You cruise through the oceans, triggering massive tidal waves.  Your fiery breath renders cities unto ash. And your adaptive scales grant resistance to any foolhardy enough to attack you.

Truly, only my genius could combine a catfish and a mole into an instrument of destruction!!! You are a wonder, magnificent Magnitron...and the earthlings are helpless before you!!!


Mutant Future Version

Magnitrons are bizarre, 12' tall bipeds with toothy snouts, green manes, massive claws, and barbel'd, fish-like heads for rumps.  While they usually only get 1 bite per round, magnitrons engage foes in front and behind if surrounded, gaining 4 attacks per round in the process. They are never Surprised, and when ambushing from below ground, Surprise on a 1-4 on 1d6.

A magnitron devastates all in its passing.  Once per hour, it can generate earthquakes (or tidal waves, when waterborne) that last 1d4+1 rounds with effects as per the Earthquake spell [see p. 22 of the Labyrinth Lord Core Rules].  The beast breathes fire, and is immune to its effects.  Furthermore, when a magnitron is attacked by any other form of energy, the first assault does full damage...but the second does half, and all further attacks have no effect whatsoever!

Magnitrons take a perverse joy in carnage and mayhem, and use their abilities to inflict maximum havoc on terrain, structures, and innocents.

Mutations:  Aberrant Forms (Lungs and Gills, "Tail-Headed"), Energy Ray (Fire / Heat), Reflective Epidermis (Cold, Electricity, Fire / Heat, Lasers / Light, Radiation) (Modified), Unique Mutation ("Quake Generation")














(Model Kit Art)

[Magnitron, aka Magnetron in the U.S., aka Mogunetudon in Japan, appears courtesy of Episodes 15-16 from the 1971 TV series, Spectreman.]

Thursday, December 6, 2012

Dr. Gori Unleashes... THE VIRULENT VERMISAURUS REX.


Vermisaurus Rex

No. Enc.:  1d4 (1d6)
Alignment:  Chaotic
Movement:  60' (20')
         —Fly:  120' (40')
Armor Class:  4
Hit Dice:  9
Attacks:  2 (2 head-butts, or 2 tailslaps, or 2 bites)
Damage:  1d6 / 1d6, or 1d10 / 1d10, or 2d6 / 2d6
Save:  L7
Morale:  10
Hoard Class:  None
XP:  10,100



Ahhh, Vermisaurus Rex...even I, the steely Dr. Gori, am awed by your foulness.  You target rural villages, and gorge on human flesh to quell your relentless appetite. And the diseases you spread in your wake ensure the destruction of all who escape your jaws.

Never has a more loathsome beast arisen from my laboratory.  Now fly, great Vermisaurus, fly!!! Fly, and feast on any who dare stand in your way!!!



Mutant Future Version

Vermisaurus rexes are hunchbacked, two-headed, bipedal rodents that stand as tall as a man.  Their dingy wings reach spans of 20', and their whip-like, strangling tails are just as long.  Vermisaurus rexes devour anything edible, but crave humanoid meat.  They are never Surprised, due to 360-degree vision.

Riddled with diseases (and immune to all in turn), a vermisaurus rex befouls its immediate area with the superplague germ, which acts like superflu from p. 48 of the Mutant Future Core Rules, but does 4d6 damage per day and adds a CHA -5 component.  Anyone attacked, or who consumes tainted foodstuffs / water, or who even comes within 30' of contact, must make a successful Saving Throw Versus Poison to avoid the illness.

Vermisaurus rexes are extremely difficult to kill.  They douse incoming fire attacks with torrents of spittle, and severing their heads is all but useless, as each regrows 1d4 times per day.  And those severed heads still bite, bouncing on their stumps at speeds of 30' (10') in dogged pursuit of prey.

Mutations:  Complete Wing Development, Enhanced Vision (Night Vision), Extra Parts (Heads), Increased Caloric Needs [D], Increased Senses (Smell, Taste), Prehensile Tail, Reflective Epidermis (Fire), Regenerative Capability (Modified), Toxic Weapon ("Disease Transmission")









[Vermisaurus Rex (aka The Two-Headed Rat in the U.S., and Nezubirdon in Japan) appears courtesy of Episodes 9-10 from the 1971 TV series, Spectreman.]

Wednesday, December 5, 2012

Dr. Gori Unleashes... THE SADISTIC SATANKING.


Satanking

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  120' (40')
Armor Class:  2
Hit Dice:  17
Attacks:  2 or 1 (2 claws, or 1 bite, or 1 weapon)
Damage:  4d6 / 4d6, or 2d10, or by weapon +3d6
Save:  L17
Morale:  12
Hoard Class:  XVIII
XP:  7,250








Ahhh, Satanking...the most horrifying creature in the cosmos!!!  I brought you from the Satan Star System at the edge of space, where you ruled supreme over the demonic Devil-Planet.  And you mercilessly set about razing this world in my name!!!

Your physical might is matched only by your savagery.  Go forth, friend Satanking...go, and crush humanity as it deserves!!!


Mutant Future Version

Satankings are mustachioed, shaggy-browed, 8' tall humanoids with jutting tusks and rocky hides.  They crave conquest and violence, and seek the utter subjugation—but more accurately, the eradication—of all living things.

Satankings are cocky and confident brawlers, and happily utilize weapons of opportunity: boulders, fallen trees, etc.  A satanking cunningly saves its devastating laser-breath attack (which does 8d6 damage) to maximize surprise and panic.  Satanking hides are so thick, the beasts feel no pain; furthermore, they are utterly immune to bladed weapons, and take only half damage from all other physical and energy attacks.

Despite their monstrous natures, satankings can be bargained with, if promised new territories to enslave and despoil.

Mutations:  Energy Ray (Lasers / Light) (x2), Increased Physical Attribute (Strength), Pain Insensitivity [D]









[Satanking (aka King Satan in the U.S.) appears courtesy of Episodes 25-26 from the 1971 TV series, Spectreman.]

Tuesday, December 4, 2012

Dr. Gori Unleashes... THE GLADIATORIAL GILAGIND.


Gilagind

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  120' (40')
Armor Class:  3
Hit Dice:  14
Attacks:  2 or 1 (1 stab, 1 drill, or 1 punch, 1 kick, or 1 weapon)
Damage:  2d8 / 2d10, or 2d6 / 3d6, or by weapon +1d6
Save:  L14
Morale:  10
Hoard Class:  VII
XP:  6,000





Ahhh, Giligand...my most powerful monster yet!!! Ten times stronger than all that came before, and a master of martial arts!!!  And your elbow-drill bores through rock and steel!!!  None can stand against you!!!

If only you weren't so foolish, and obsessed with ritualized dancing before and after your battles.  I must purge such artistry from your programming, so only your bloodlust rages supreme!!!


Mutant Future Version

Giligands are freakish, 10' tall humanoids with massive, mouthless heads sporting bulbous, glowing eyes and greasy, limp hair.  Metallic spurs jut from their elbows:  one a slashing blade, and the other whirring drill.  Despite their gawky, lanky builds, they are 10 times stronger than the average man.

Giligands are masters of all forms of melee combat, gaining +4 To Hit and +1d6 overall damage.  If a giligand's drill attack succeeds with a natural To Hit roll of 16-20 against a foe with a shield, the target must make a Saving Throw Versus Stun.  Failure indicates the shield is pierced, shredded, and rendered useless, suitable only for scrap.  And when a giligand is killed, its bodyeven if decapitated!fights on for another 1d4 rounds.

Despite their malevolent natures, gilaginds adhere to strict codes of battle.  They never gain Initiative, spending the beginning of every fight bowing, saluting, and/or dancing to honor their foes.  And after vanquishing their enemies, gilaginds perform interpretive dance for 1 full turn in celebration.

Mutations:  Enhanced Vision (Night Vision), Increased Balance, Increased Physical Attribute (Dexterity), Intellectual Affinity (Martial)












[Giligand (aka Giragindo in Japan) appears courtesy of Episodes 21-22 from the 1971 TV series, Spectreman.]

Monday, December 3, 2012

Dr. Gori Unleashes... THE ZEALOUS ZERON.


Zeron

No. Enc.:  1d4 (1d6)
Alignment:  Neutral
Movement:  90' (30')
  —Burrow:  90' (30')
Armor Class:  2
Hit Dice:  12
Attacks:  4 (2 claws, 1 gore, 1 bite)
Damage:  1d8 / 1d8 / 1d10 / 2d6
Save:  L6
Morale:  10
Hoard Class:  XVI, XVIII
XP:  3,600







Ahhh, Zeron...truly, my greatest monster!!!  With savage horns and bony armor, your might is unsurpassed!!!  And your burrowing and construction abilities were essential in establishing my secret, subterranean invasion-base!!!

From this impenetrable, cutting-edge fortress, I orchestrate my campaigns for the total subjugation of Earth.  And I owe it all to you, loyal Zeron!!!



Mutant Future Version

Zerons are dinosaur-sized, reptilian quadrupeds with horned snouts and distinctive five-pointed frills.  They sometimes rear up on their hind legs in combat, trundling about bipedally at half-speed.

Zerons excavate massive tunnel complexes beneath the earth.  And, bizarrely, a single zeron can turn a hollowed-out cavern into an elaborate, fully functional, technology-filled stronghold within 4d6 hours.  How the creatures accomplish such engineering marvels is unknown (especially considering their bulk and lack of manipulative digits), but zerons seemingly possess keen grasps of architecture, construction, plumbing, wiring, and electronics. Perhaps nanobots are involved....

A zeron's Hoard Classes represent the value of its closest construction project and artifacts contained therein.

Mutations:  Enhanced Vision (Night Vision), Intellectual Affinity (Tinkerer), Unique Mutation ("Wonder-Construction")










[Zeron appears courtesy of Episodes 3-4 from the 1971 TV series, Spectreman.]