Sunday, December 9, 2012

Dr. Gori Unleashes... THE TENACIOUS TRAFFIKONG.

Traffikong

No. Enc.:  1 (1)
Alignment:  Neutral
Movement:  120' (40')
         —Fly:  90' (30')
Armor Class:  4
Hit Dice:  13
Attacks:  2 (2 claws)
Damage:  2d8 / 2d8
Save:  L13
Morale:  11
Hoard Class:  None
XP:  7,800








Ahhh, Traffikong...what a vexing beast you are!!! You appeared out of nowhere, and began a campaign of destruction against mankind's noxious, environment-destroying vehicles.  Oh, how I respect your dedication to the cause!

If only my attempts to capture you had been successful.  The secrets behind your powers must be mine, for with teleportation, my monster army would be unstoppable!!!




Mutant Future Version

Conjured by vengeful psionicists rendered comatose from vehicular accidents, traffikongs are 10' tall, hook-limbed humanoids with doughy bodies marred by skidmarks.  Their 3 glassine eyes glow based on the creatures' moods:  green indicates happiness, yellow means boredom and/or confusion, and red equals burning rage.

A traffikong systematically hunts down the driver(s) that injured its psi-summoner by teleporting throughout a region, destroying any and all vehicles similar to that involved in the crash.  If the driver is found, it's brutally slain...and the traffikong fades into the ether, awakening its master in the process.  And even if a traffikong can't track the offending party, it is instinctively drawn to speeding, intoxicated, and/or reckless drivers...and slaughters them on principle.

Being dream-constructs, traffikongs are immune to almost all damage, hazards, and conditions.  Only electricity-based attacks and Mental Mutations affect them.  Traffikongs also exhale billowing, 40' long, 20' wide cones of choking fumes (as per irritant gas grenades, on p. 119 of the Mutant Future Core Rules) up to 5 times per day.

Traffikongs rapidly blink in and out of existence during melee combat, and their opponents suffer a -3 To Hit.  Those with the Intellectual Affinity (Martial) Mental Mutation don't incur this penalty.

[Note:  The specific vehicles in traffikong-related scenarios are dependent on the technology level of the campaign.]

Mutations:  Psionic Flight, Teleport, Toxic Weapon ("Exhaust Breath")









[Traffikong, aka Kuruma in the U.S., and Kuruma-Nikuras Japan, appears courtesy of Episodes 23-24 from the 1971 TV series, Spectreman.]

Saturday, December 8, 2012

Dr. Gori Unleashes... THE MATERNAL MAGULAH.


Magulah

No. Enc.:  1d4 (1d4)
Alignment:  Neutral
Movement:  120' (40')
  —Burrow:  90' (30')
Armor Class:  3
Hit Dice:  11
Attacks:  2 or 1 (2 claws, or 1 gore, or 1 tailslap)
Damage:  1d8 / 1d8, or 3d6, or 1d12
Save:  L8
Morale:  9 (12)
Hoard Class:  None
XP:  6,800






Ahhh, Magulah...truly, a tragic creature!!!  When I brought Satanking to earth, his impact inadvertently awoke you from your subterranean slumber, and crushed your precious egg.  Who knew such a simple beast could feel such fury? Never have I beheld such grief...such rage...such a thirst for vengeance!!!

If only I could have controlled you as my own, humanity would be laid low beneath your inconsolable wrath!!!


Mutant Future Version

Magulahs are 8' tall bipeds with 3 massive horns, blast-proof hides, and lashing tails.  They nest in expansive tunnel complexes deep underground, and can burst up to attack, Surprising on a 1-3 on 1d6.

A magulah uses its horns in combat, either to Charge, or catch thrown projectiles and hurl them back (works 50% of the time), or focus bio-electrical blasts.

Magulahs are clever enough to focus on vulnerable wounds and injured limbs, in hopes of incapacitating and/or crippling foes.  And they are tenacious fighters, being one of the few creatures observed to survive an encounter with a Satanking.

Fiercely protective of their offspring, magulahs have Morale 12 when defending their eggs and young.  And if  said eggs or young are harmed in any way, a magulah mourns (weeping tears of blood) for a full turn...and then relentlessly hunts down the offending party, doing an additional +3d6 damage per every single attack against the specific target(s).

Mutations:  Energy Ray (Electricity), Reflective Epidermis (Explosions)










[Magulah (aka Magurah in Japan) appears courtesy of Episodes 25-26 from the 1971 TV series, Spectreman.]

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.]