Monday, October 24, 2011

Devastation Drive-In — 'Prophecy' (1979)



Grodiak

No. Enc.:  1d4 (1d4)
Alignment:  Neutral
Movement:  135' (45')
  —Swim:  60' (20')
Armor Class:  5
Hit Dice:  9
Attacks:  3 (2 claws, 1 bite)
Damage:  1d10 / 1d10 / 1d12
Save:  L6
Morale:  12
Hoard Class:  VII
XP:  4,500

As The Ancients stripped the forests of trees and flooded the rivers with toxins, Nature found a way to adapt to the damage...

...BY UNLEASHING HORRIFIC, HELL-SPAWNED ABOMINATIONS HUNGRY FOR FLESH...AND SAVAGE VENGEANCE!!!

Grodiaks are gruesome, hulking ursines that stand a towering 15' tall, and they walk—and sprint—exclusively on their hind legs.  Their hideous bodies are riddled with sores and growths, and their skin sloughs off in rancid sheets.

The beasts are relentless combatants.  Not only do grodiaks get +1 To Hit with all attacks, but they squeeze their prey for an additional 3d6 damage if both claws successfully hit in the same round.  They can also hold their breaths for up to 1 hour underwater, and fight without hindrance when submerged.

Grodiaks reproduce rapidly (going to term in 1d3 months), and usually give birth to sets of twins.  Each encounter involving adults will also include 1d2 young.

Interestingly, the same contaminants that give rise to grodiaks also impact the native fauna around their dens.  In a 2 mile radius around a grodiak lair, the ordinary fish, amphibians, and rodents grow many times their size (typically reaching 1-3 HD)...and, even worse, they become bold and aggressive, with their Morale scores bumping to 10-12 and damage increasing by +1 per die.

Mutations:  Bizarre Appearance (Burns, Tumors, and Wounds) [D]









Saturday, October 22, 2011

Devastation Drive-In — 'Godmonster Of Indian Flats' (1973)



Bleast

No. Enc.:  1 (1d4)
Alignment:  Neutral
Movement:  60' (20') 
Armor Class:  7
Hit Dice:  6
Attacks:  3 (2 claws, 1 bite)
Damage:  1d10+4 / 1d6-4 / 1d4
Save:  L3
Morale:  8 (or 11)
Hoard Class:  None
XP:  820

Everything The Ancients knew about history, the sciences, and their role in the cosmos shattered upon the discovery of bizarre fossils that indicated Homo sapiens may not have evolved from primates at all...

...BUT INSTEAD, FROM BIPEDAL, PHORPHORUS-SPEWING SHEEP-BEINGS!!!

Bleasts are freakish, 7'-8' tall ovines with hefty frames covered in matted, mangy wool.  No one knows if they evolved from sheep, or if sheep devolved from them...or how mankind factors into the genetic mix, as the creatures possess just enough throwback human DNA to provide primitive intelligence and empathy.  Such genetic anomalies also warp their limbs, making the creatures ponderous and clumsy; consequently, bleasts suffer -2 to all To Hit rolls, and one claw always does more damage than its stunted fellow.

Three times per day, a bleast can exhale a 15' long, 15' wide cone of Class 4 phosphorus gas, to which it (and all other bleasts) are immune.  And when reduced to 0 Hit Points, a bleast in its death throes expels its gaseous reserves into a lethal Class 13 cloud 25' in diameter.

When treated with kindness and gentleness, or coaxed with sinuous dancing, a bleast will bond with a Pure Human or Mutant Human female.  But if abused or provoked, it will lash out with a wrathful, Morale-11-fueled fury.

Ordinary pregnant sheep exposed to too many environmental contaminants have a 15% chance of giving birth to a bleast.

Mutations:  Frailty (Malformed Limbs) [D], Toxic Weapon ("Phosphoric Cloud")












Designer's Notes:  This film never got a proper theatrical release, so no official poster exists (necessitating use of the DVD cover).

Friday, October 21, 2011

Devastation Drive-In — 'Blood Beach' (1980)



Beachteeth

No. Enc.:  1 (1)
Alignment:  Neutral
Movement:  15' (5')
  —Burrow:  30' (10')
Armor Class:  0, or 9 (see below)
Hit Dice:  7
Attacks:  1 (bite)
Damage:  3d6 + special
Save:  L4
Morale:  11
Hoard Class:  VII, VIII
XP:  1,140

It's taken centuries for the oceans to recover from the damage inflicted by the The Ancients, and the beaches are once again pristine and alluring...

...BUT CERTAIN DEATH AWAITS THOSE WHO DARE TROD UPON THE SHIFTING, SHIMMERING SHORES!!!

Beachteeth (both singular and plural) are 15'-20' long annelids that dwell beneath coastal sands.  Ambush predators, they lie in wait for unsuspecting prey to walk atop them...which they then suck down into their inescapable maws.

With a successful hit, a beachteeth latches onto the feet of its prey, and slowly gnaws it to death from the bottom up.  Each round, the victim takes an automatic 3d6 damage, and is dragged downward 1' into the sands.  When the dragging depth exceeds the victim's height (typically around 6', at the end of 6 rounds), the victim perishes instantly due to a combination of being eaten alive and suffocation.

Escaping from a beachteeth is next to impossible.  Not only is there really no way to hurt the submerged creature (they have an effective 0 AC when underground), but any damage that does manage to get through is split equally between both the beachteeth and its vulnerable victim!

When not hunting, beachteeth lair in seaside ruins or ocean caves, where they surface to store regurgitated kills for later re-consumption.  They must surface to disgorge their stomach contents, and this is when they're vulnerable, having an effective surfaced AC of 9.

During the summer months, beachteeth spawn 4d6 eggs beneath the sands, which hatch in 1d4 weeks into 1 HD young.

Mutations:  None






Wednesday, October 19, 2011

Coming Soon To A SyFy Original Near You

We take a break from our regularly scheduled programing to bring you this special report:


(The article also mentions two-headed sharks, krakens, and yetis, so get to readin'!)



Devastation Drive-In — 'The Incredible Melting Man' (1977)




Disease:  Starslime  ("Space Leprosy")

Save Modifier:  -4
Infection Duration:  See Below
Affected Stats:  STR +5, DEX -3, CON +5, INT -2 (per day), CHA -All
Damage Per Day:  See Below

As the Ancients took to the stars, they beheld wonders never before seen by human eyes...

...AND THEY BROUGHT BACK UNIMAGINABLE HORRORS THAT COULD NEVER BE UNSEEN!!!

The disease dubbed starslime is a hideous illness contracted by space travelers who pass through planetary rings during times of intense solar activity.  The eerie combined radiations set off an unstoppable chain reaction of cellular degradation...and the only panacea is the consumption of living humanoid flesh!

An infected subject begins to dissolve at the rate of 2d8 Hit Points per day; however, this damage can be counteracted by devouring a corresponding amount in Hit Points [represented as doing equivalent damage with biting attacks] from Pure Humans or Mutant Humans.

Starslime victims leave slimy residue on anything and everything they touch, and their body parts gradually slough off.  As their appetites rage out of control, their mental faculties fade at a rate of -2 INT per day.  Bizarrely, an infected individual becomes stronger and tougher, and immune to all damage from conventional firearms.  They also emit Class 1 radiation, and can be tracked with Geiger counters.

If still alive at the end of 3 days, the subject begins to take an additional—and cumulative—1d8 damage per day [ex: 5 days of infection = 5d8 damage per day] as the decomposition accelerates.  It takes an ever-increasing amount of raw meat to offset the disease, and eventually becomes impossible to keep up.

The ultimate fate of those poor souls infected with starslime is melting into a sloppy pile of blood-sludge.  The only blessing?  The disease isn't communicable... at least, not yet....








Meltman

No. Enc.:  1 (1d3)
Alignment:  Neutral
Movement:  90' (30') 
Armor Class:  3
Hit Dice:  14
Attacks:  3 (2 fists, 1 bite)
Damage:  1d8+ / 1d8+ / 2d6+ (see below)
Save:  L14
Morale:  11
Hoard Class:  None
XP:  4,200

The abhorrent meltmen are former Pure Humans gripped by starslime infections.  They are primarily encountered in abandoned spaceports, orbiting satellites, and the wreckage of interstellar vehicles.

Meltmen are fearsomely strong, with STR values ranging between 18-21 and the corresponding STR melee damage bonuses.  They are immune to all diseases and poisons, and also to all damage from conventional firearms.  Strangely, losing sensory organs or limbs doesn't impact their effectiveness as predators.

Meltmen have ravenous appetites, and enough feral cunning to patiently stalk their prey.  They often invade settlements under the cover of night to unleash gore-fueled frenzies of destruction.

Mutations:  as per disease


  
  

Monday, October 17, 2011

Devastation Drive-In — 'Carnosaur' (1993)



Disease:  Carnovirus

Save Modifier:  -5
Infection Duration:  1d3+1 days
Affected Stats:  STR -3, DEX -3, CON -3, INT -1
Damage Per Day:  1d10 + special

As the Ancient, war-ravaged earth gasped its last from pollution, overcrowding, environmental collapse, and mass animal extinctions, some Ancient scientists dreamed of restoring the earth to a pristine Garden Of Eden...

...BY UNLEASHING A VIRUS THAT WOULD RETURN THE WORLD TO THE PRIMORDIAL EPOCH RULED BY THE DINOSAURS!!!

Of all the Ancient bioweapons, perhaps the most demented is the carnovirus, a genetically modified contagion spread through poultry meat and eggs.

In Pure Human males, the disease manifests much like common influenza, with fevers, aches, nausea, and general weakness. 

But in Pure Human females...oh, heavens, the poor human females!  They, too, suffer the flu-like effects...but also become spontaneously pregnant, and ready to deliver at the end of the 1d3+1 day duration.

And what they deliver is a nightmare.  On 1-5 on 1d6, an infected woman gives "birth" to a 18" long, blackish-green, slime-encrusted, hard-shelled egg, and then she falls into a coma.  The egg hatches into an infant 1 HD carnosaur (see below) in 1d4 hours, which grows to full adulthood in 1d4 days.

On a 6 on 1d6, though...the egg hatches inside the infected woman, and the reptilian beast gnaws and rends its way through her abdomen to freedom.  Death of the host is instantaneous.

The only cure for carnovirus is an injection of the original viral serum, which can be found hidden in the depths of military installations, biolabs, or automated chicken hatcheries and/or processing plants.






Carnosaur

No. Enc.:  1d4 (1d8)
Alignment:  Neutral
Movement:  165' (55')
Armor Class:  5
Hit Dice:  4
Attacks:  3 (2 claws, 1 bite)
Damage:  1d6 / 1d6 / 1d8
Save:  L3
Morale:  11
Hoard Class:  None
XP:  245

Carnosaurs are green-hued, man-sized reptiles that hunt in packs.  They are methodical, patient, and cunning, and surprise prey on a 1-3 on 1d6.  They also get +1 to all Initiative rolls, due to their speed.

Rumors persists that, if provided with enough food, a carnosaur will ultimately grow into a full-sized tyrannosaur rex [as per p. 100 of the Labyrinth Lord Core Rules]....

Mutations:  Night Vision