Friday, October 18, 2013

Devastation Drive-In 3-D — 'The Green Slime' (1968)




Slimenoid

No. Enc.:  1d6 (See Below)
Alignment:  Neutral
Movement:  120' (40')
Armor Class:  7
Hit Dice:  8
Attacks:  2 (2 pincers + shocks)
Damage:  1d10 + 3d6 / 1d10 + 3d6
Save:  L4
Morale:  10
Hoard Class:  None
XP:  4,060

With the aid of fantastic devices and wondrous starcraft, The Ancients explored the farthest reaches of the cosmos...

...UNTIL VICIOUS CREATURES RENDERED THEIR TECHNOLOGIES UNTO JUNK BY CONSUMING THE VERY ENERGIES THAT POWERED THEM!!!

Slimenoids begin their life cycles as photosynthetic, protoplasmic blobs (ranging from a few inches in length to several feet in diameter) found on rogue asteroids, runaway comets, and crash-into-able planetoids.  They grow innocuously on rock formations and in stagnant pools, and easily survive the rigors of space.  But when in the presence of technology (landing craft, sensory equipment, environmental suits, etc), slimenoid globs covertly slither into whatever nooks and crannies will hide them.  They lurk until taken back aboard starships...

...where they infest electrical systems and power sources, feeding and morphing  into deadly, man-sized bipeds!  These adult slimenoids sport one cyclopean eye and dozens of smaller ones, nigh-useless limb-stumps, and flailing, sparking pincers that generate such intense electrical jolts that the surrounding air fills with a 20' radius of obscuring smoke (inducing a -2 To Hit penalty by ranged foes).  Those immune to electrical attacks only suffer clawing damage.

Like their larval forms, adult slimenoids can survive in the open void of space, and they cling to external spaceship / -station surfaces.  They also leech electricity and power supplies, draining artifacts dry in 1d4 rounds and power plants, reactors, conduits, engines, etc. in 1d6 turns.

Clearing a slimenoid infestation is an extremely perilous situation, as the creatures reproduce via droplets of their own blood.  Each 5 HP of damage done to a slimenoid births an entirely new adult in 1d4 turns.  A single injured slimenoid can overrun a massive space station in hours.

Only cleansing fire prevents new slimenoids from manifesting...but every single spatter must be thoroughly burned away.

Mutations:  Epidermal Photosynthesis, Reflective Epidermis (Electricity), Unique Mutation ("Hemo-Breeding")






















AFGTD BONUS CONTENT!!!



This is the B-side to the original radio spot 45 record...which I happen to own, I say ever so smugly!  (Ok, ok...it was released on a CD back in 1990 on an album that truly changed the course of my existence.  Available here!)




Thursday, October 17, 2013

Devastation Drive-In 3-D — 'Q' (1982)


Quetzok

No. Enc.:  1 (1)
Alignment:  Neutral
Movement:  90' (30')
         —Fly:  300' (100')
Armor Class:  3
Hit Dice:  15
Attacks:  5 (4 claws, 1 bite) or 3 (2 claws, 1 bite)
Damage:  1d10 / 1d10 / 1d10 / 1d10 / 3d6, or 1d10 / 1d10 / 3d6
Save:  L8
Morale:  9
Hoard Class:  XV
XP:  3,300

The skies of The Ancients were filled with fantastic crafts of plastic and steel, of  polymer and resin, and citizens gazed upward in wonder...

...UNTIL WONDER TURNED TO TERROR AS THE SKY WAS USURPED BY A WINGED NIGHTMARE THAT RAINED BEAK AND CLAWS, BLOOD AND DEATH UPON THEM!!!

Quetzoks are massive flying reptiles that rule the skies over crumbling metropolises.  They are living, breathing thought-projections, beasts willed into existence (though not controlled) by deranged cults of bloodthirsty psionicists.

Airborne quetzoks are confoundingly stealthy, Surprising on 1-5 on 1d6, and pouncing on their victims with all 4 claws and beak.  Grounded specimens only get 2 claw attacks.  A To Hit roll of 19-20 with a bite means the quetzok Swallows its prey whole.

Quetzoks often carry living victims back to their lairs, as any given specimen has 2d4 gore-spattered nests hidden within its territory, each sporting a single egg just on the verge of hatching....

Mutations:  Mental Barrier
















Wednesday, October 16, 2013

Devastation Drive-In 3-D — 'Human Lanterns' (1982)




Ch'fang

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  240' (80')
Armor Class:  -1
Hit Dice:  11
Attacks:  4 (4 claws)
Damage:  1d8 / 1d8 / 1d8 / 1d8
Save:  L11
Morale:  11
Hoard Class:  XXII + 2d6 bladed instruments
XP:  6,000

In times considered ancient by The Ancients themselves, contests were held amongst the elites to determine who could create the finest objets d'art...

...BUT LITTLE DID THEY KNOW THAT THE GREATEST ARTISTES OF THEIR AGE WERE DEGENERATE, DEMONIC, DIABOLICAL MAN-BEASTS WITH AN INSATIABLE LUST FOR CARNAGE!!!

Ch'fangs are shaggy humanoids with savage claws, gore-encrusted fur, and skull-like faces that glow eerily in the darkness.  They bound (making standing leaps of over 50') and climb with inhuman grace, and shimmy up trees and buildings with ease.  Ch'fangs Surprise on 1-5 on 1d6.

Ch'fangs are masters of martial combat, gaining +3 To Hit in melee, and so acrobatic and proficient at dodging and blocking that they're nigh-untouchable.  Cunning and sadistic creatures, they toy with their prey, dragging out battles by inflicting minimal damage and repeatedly parrying incoming blows.  They relish taunting, tiring, and demoralizing their foes.

A ch'fang can subdue victims with a nerve pinch that knocks targets unconscious for 2d4 hours upon a failed Saving Throw Versus Stun.

Ch'fangs have a twisted agenda behind their bloodlust:  they drag victims back to their lairs and flay them alive, so as to harvest the skins to fashion delicate, exquisite, artisanal lanterns.  These lamps are coveted by the wealthy and deviant alike, and fetch astronomical sums.  A ch'fang's den is outfitted with all the tools and implements necessary to make its "art":  blades, presses, vises, a forge, a watermill, etc.

Mutations:  Enhanced Vision (Night), Increased Balance, Quickness, Unique Mutation ("Nerve Pinch")