Friday, October 30, 2015

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

Cutler

No. Enc.:  1 (1d4)
Alignment:  Chaotic
Movement:  90' (30')
     —Swim:  90' (30')
Armor Class:  5
Hit Dice:  10
Attacks:  2 (2 fists)
Damage:  1d8 / 1d8
Save:  L8
Morale:  10
Hoard Class:  X +1d4 waterlogged-n-rusted gizmos
XP:  4,500

Congregating near "graveyards" of sunken ships and beached hulks, cutlers are the centuries-dead corpses of Ancient aquanauts reanimated by colonies of intelligent algae.  Their quasi-living husks pulse with unholy radioactivity; accordingly, they only Surprise on a roll of 1 on 1d6.

Cutlers feed on the fluids of their victims, which they leech through weedy, vampiric tendrils. Vine-entangled targets suffer the standard automatic 2d6 constriction damage per round, plus an additional 2d6 draining damage.  A cutler with prey in its coils may still pummel other targets without penalty.  Victims can only be freed by killing the cutler itself.

Cutlers can be communicated with via telepathy, but their dark thoughts are peppered with salty expletives from both human vernacular and the secret language of plants.

Mutations:  Fear Generation, Full Senses (Sonar), Prehensile Tendrils (Constricting) (Modified), Radioactive Emissions, Reflective Cellular Structure (Fire / Heat, Radiation)












—

[Inspired by Scooby-Doo, Where Are You! episode #2, "A Clue For Scooby-Doo" (1969)]

Thursday, October 29, 2015

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

Wendighost

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  120' (40')
        —Fly:  210' (70')
Armor Class:  3
Hit Dice:  12
Attacks:  2 or 1 (2 claws, or 1 weapon)
Damage:  1d10 / 1d10, or by weapon
Save:  L12
Morale:  9
Hoard Class:  XXII
XP:  7,600

Wendighosts are burly, 8' tall, satan-browed bipeds that terrorize mountainous forests and polar climes.  Shaggy white fur makes them almost invisible in the snows, so they Surprise on 1-4 on 1d6 in such environs.

If a wendighost successfully strikes with both claws in the same round, it crushes with a powerful hug for another 2d8 damage.

Highly intelligent, wendighosts are proficient with Ancient tools and artifacts.  And they are straight-up the most malicious and bloodthirsty beasts in the Scooby-Doomsiverse, as they've been known to hurl crushing barrels, lob explosives, pitch enemies off cliffs, and even tie kidnapped victims to lumber-mangling buzzsaws!

Seriously.  They're brutal.

Mutations:  Enhanced Vision (Night), Fear Generation, Increased Balance, Increased Willpower, Psionic Flight, Reflective Epidermis (Cold)













—

[Inspired by Scooby-Doo, Where Are You! episode #17, "That's Snow Ghost" (1970)]

Wednesday, October 28, 2015

"What's Nuked, Scooby-Doomsday?" — Gator Ghoul

Gator Ghoul

No. Enc.:  1 (1d4)
Alignment:  Chaotic
Movement:  120' (40')
      —Swim:  75' (25')
Armor Class:  4
Hit Dice:  13
Attacks:  3 or 1 (2 claws, 1 bite, or 1 tail-slap)
Damage:  2d8 / 1d6 / 1d6, or 2d6 + special
Save:  L7
Morale:  10
Hoard Class:  VII
XP:  6,900

Gator ghouls are bipedal crocodiloids that haunt toxic swamps and polluted bayous.  Master skulkers (and leering voyeurs), they Surprise on a 1-4 on 1d6.

Gator ghouls relish visceral combat, but treacherously blind their foes before melee.  A successful tail-slap sends victims flying 20' away, and requires an Ability Check Vs Dex to avoid and additional 3d6 impact damage.  Gator ghouls cannily blast Class 8 radiation from afar when outclassed (or just feeling particularly ornery).

Mutations:  Fear Generation, Increased Sense (Vision), Optic Emissions (Bright Eyes, Gamma Eyes)












—

[Inspired by The Scooby-Doo Show episode #3, "The Gruesome Game Of The Gator Ghoul" (1976)]

Tuesday, October 27, 2015

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

Voltergeist

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  75' (25')
Armor Class:  4
Hit Dice:  12
Attacks:  1 (touch)
Damage:  6d6
Save:  L12
Morale:  11
Hoard Class:  XVIII
XP:  12,400

Voltergeists are the sizzling psychic manifestations of those killed via electrocution. The hostile beings appear as portly, plodding, 7'-tall bipeds composed of crackling energy.  Despite their incandescence and crackling noisiness, voltergeists are bizarrely stealthy (Surprising on a 1-4 on 1d6).

Voltergeists can burn through any obstruction.  Simple locks and doors take a single round, while thicker walls and barricades may take 1d6 rounds.

Voltergeists feed on electricity, and absorb it from any contraption they contact; artifacts are drained at a rate of 1d10 charges per round.  They also hate mechanical devices in all their forms (including robots), and target them for destruction after dealing with living opponents.

Voltergeists are wholly immune to all adverse environmental effects, and can only be damaged and / or restrained by Mental Mutations and magnetism-based attacks.

Mutations:  Energy-Retaining Cell Structure (x2), Fear Generation











—

[Inspired by The Scooby-Doo Show episode #4, "Watt A Shocking Ghost" (1976)]

Monday, October 26, 2015

"What's Nuked, Scooby-Doomsday?" — Steam Demon

Steam Demon

No. Enc.:  1d4 (1d8)
Alignment:  Chaotic
Movement:  120' (40')
—Levitation:  120' (40')
Armor Class:  5
Hit Dice:  8
Attacks:  2 claws
Damage:  3d6 / 3d6
Save:  L8
Morale:  10 / 6 (see below)
Hoard Class:  XIV
XP:  2,560

Steam demons are the nastiest denizens of ruined under-cities and sewers.  The hissing fiends relish wanton cruelty and vandalism, and their ability to channel sizzling, steel-melting electricity through their claws only enhances their destructive might.

Bullies and thugs, steam demons fancy kidnapping surface-dwelling Pure Humans and Mutant Animals just for sadistic thrills.  That said, steam demons are terrified by Mutant Humans of CHA 6 or less and other "frightening" bipeds.  Their Morale drops to 6 upon encountering groups of 2 or more such beings.

Steam demons generate billowing clouds of noxious, fuchsia-hued gas that surround them in a 20' radius.  Anyone caught within suffers the effects of a Class 4 poison per round and a -2 penalty to all To Hit rolls (even if a Saving Throw Vs Poison succeeds on the damage).  And though they sport prominent wing-flaps, steam demons actually levitate, and can only reach vertical heights of 15' above the ground / floor.

Mutations:  Energy-Retaining Cell Structure, Enhanced Vision (Night), Fear Generation, Phobia ("Monstrous Humanoids") [D], Toxic Weapon ("Sulfurous Fumes")













—

[Inspired by The Scooby-Doo Show episode #10, "A Frightened Hound Meets Demons Underground" (1976)]