Saturday, October 15, 2011

Devastation Drive-In — 'Man's Best Friend' (1993)


Composi-Dog

No. Enc.:  1 (1d4)
Alignment:  Neutral
Movement:  420' (140')
    —Climb:  45' (15')
Armor Class:  6
Hit Dice:  5
Attacks:  1 (bite)
Damage:  2d4+6
Save:  L4
Morale:  10
Hoard Class:  None
XP:  1,400

Since the dawn of time, humanity and canines co-evolved for mutual benefit...

...until the day that the canines advanced far past their human masters...

...TURNING MAN'S MOST LOYAL COMPANIONS INTO THEIR GREATEST ENEMIES!!!

Composi-dogs are the end results of demented Ancient science intended to create the ultimate protector animal.   They resemble ordinary mastiffs...but they are far, far more, indeed, as their genetic code is an unholy chimeric stew.

Composi-dogs' physical strength rivals that of bears and tigers...and speaking of big cats, they can climb vertical surfaces like jaguars, and run as fast as cheetahs.  Composi-dogs see as well as owls; they bound over obstacles like jackrabbits; they camoflage themselves like chameleons.  Rattlesnakes are even included in their genetic heritage, as the horrible hounds can both distend their jaws to swallow small prey whole, and excrete a Class 6 poison (which manifests as corrosive bodily waste).

As if their physical abilities weren't terrifying enough, composi-dogs are uncannily intelligent.  They can open doors and windows with ease, and disable vehicles and machinery by cannily finding—and chewing through—critical components.  They even understand up to a dozen different languages...but whether they decide to obey is a different matter entirely.

Composi-dogs are usually encountered in Ancient laboratories or military installations.  If freed by a PC, the grateful canine will bond with its savior.  However...the dog is ferociously jealous of its new master, and will slowly—and insidiously—remove all other adults in that same individual's life...often by extreme means.  (The word "adults" is key, as composi-dogs don't target children, but this is not because they are particularly fond of tykes; no, it's simply because they don't view them as threats...yet....)

Mutations:  Chameleon Epidermis, Combat Empathy, Increased Sense (Hearing), Increased Sense (Smell), Increased Sense (Taste), Increased Sense (Vision), Quickness, Toxic Weapon ("Acid-Urine")













Friday, October 14, 2011

Devastation Drive-In — 'The Astro-Zombies' (1968)



Astro-Zombie

No. Enc.:  1d3 (1d6)
Alignment:  Neutral
Movement:  120' (40') 
Armor Class:  2
Hit Dice:  12
Attacks:  1 (strangle, or melee weapon)
Damage:  3d6, or by melee weapon +5
Save:  L12
Morale:  12
Hoard Class:  XVI, XIX
XP:  6,000

In their initial attempts to colonize the stars, The Ancients took the strongest, hardiest specimens mankind had to offer...

...AND STRIPPED OUT EVERYTHING HUMAN ABOUT THEM, LEAVING BEHIND ONLY  ANTAGONISTIC AUTOMATONS FUELED BY AN INSATIABLE BLOODLUST!!! 

Intended to be the ultimate explorer, an astro-zombie is a semi-robotic "quasi-man" designed to withstand the rigors of space travel.  Once-weak flesh is now a silicon skin through which flows an instantly-coagulating hemo-fluid, rendering an astro-zombie "impervious to bullets and meteorites," and disease.  Its organs are mechanical simulacra—an "electro-driven heart, stainless-steel-mesh stomach, plastic pancreas, cell-ulized liver"—powered by photonic energy.  Its brain is scoured of all memories and the ability to formulate independent thought, so as to provide a clean slate for the long-range sending and receiving of data via radio-telepathy.

But through some flaw in the creation process, one human trait remains in an astro-zombie:  the overpowering desire for wanton violence against Pure Humans.  This manifests through strangulation (which does automatic choking damage each round after a successful hit until either the victim or astro-zombie is killed) or frenzied hacking and bludgeoning with the closest available weapon (usually a crowbar, scalpel, or machete).  Consequently, Ancient rogue nations often utilized astro-zombies as assassins and soldiers.

Astro-zombies ignore all deleterious effects of extreme temperatures imposed by their Epidermal Photosynthesis mutations.  Furthermore, they can offset their movement penalties in darkness by holding flashlights up to the photoelectric cells implanted in their foreheads.  They cannot use their strangling attacks when doing so.

Mutations:  Class II Sensor System, Epidermal Photosynthesis (Modified), Mental Programming (Programming), Robolink






Thursday, October 13, 2011

Devastation Drive-In — 'Octaman' (1976)




Octaman

No. Enc.:  1 (1)
Alignment:  Neutral
Movement:  75' (25')
     —Swim:  75' (25')
Armor Class:  8
Hit Dice:  10
Attacks:  5 (4 tentacles, 1 bite)
Damage:  1d8 / 1d8 / 1d8 / 1d8 / 1d4
Save:  L10
Morale:  10
Hoard Class:  VII
XP:  3,800

In the arid wastes of the Mutant Future, a watery oasis is a rare treasure, indeed...

...UNLESS IT IS HOME TO AN ANTAGONISTIC, AMOROUS, EIGHT-ARMED ABOMINATION!!!

The rubbery, aggressive octamen lurk in isolated bodies of (fresh, or polluted) water located in scrublands, arid hills, and deserts.  They fiercely guard their territories, and attack any intruders on sight...and will trudge miles through the grit and brush to hunt those that escape their clutches.

An octaman lashes out with 4 powerful tentacles.  If any 2 successfully strike the same target in the same combat round, the victim must make a Saving Throw Versus Stun, or be knocked unconscious for 1 full Turn.  And an octaman's Body Adjustment mutation automatically activates any time it makes contact with water (including rain and bottled liquids).

Octamen lapse into a fugue state if they are exposed to strobing/moving lights—flashlights, camera flares, warp-field weapons being waved back and forth, etc.—for 2 consecutive combat rounds (during which the creatures still attack).  After the last "flashing action" of the 2nd round, they are effectively Confused and rendered helpless for 1d6+1 rounds afterwards.

Octamen are obsessed with Pure Human, Mutant Human, or Android females with CHA scores of 13 or higher, and kidnap them when at all possible.  Why they behave this way is a mystery, as the creatures seemingly reproduce asexually, as evidenced by the presence of 1d6 "octaspawn" (1 HD infants that resemble standard octopodes) that dwell in the same ponds.

Mutations:  Aberrant Form (Lungs and Gills), Body Adjustment (Modified), Frailty ("Strobe Hypnosis") [D]








Wednesday, October 12, 2011

Devastation Drive-In — 'Uninvited' (1988)



Skintruder

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  90' (30') 
Armor Class:  3
Hit Dice:  3
Attacks:  3 (2 claws, 1 bite)
Damage:  1d6 / 1d6 / 1d8
Save:  L3
Morale:  12
Hoard Class:  None
XP:  70

The Mutant Future gives rise to all manner of deadly viruses and illnesses...

...and they sometimes mutate so wildly as to take on hideous lives of their own!!!

A skintruder is a living—and altogether malevolent—tumorous mass that dwells inside the abdominal cavity of a domestic feline.  When angry or hungry, it attacks by slithering forth from the mouth and assuming the shape of a shaggier, toothier, bipedal version of its host, somehow expanding to almost double said host's original size.  When done rampaging, it compresses and wriggles back inside the slack flesh-shell, resuming the guise of an innocuous pet once again.

Skintruders are strong enough to rend their way through solid steel, possessing a 20 STR for the purposes of breaking doors, gates, and machinery.  And their bites are fatal, as their saliva contains a Class 20 toxin that causes a victim's blood cells to replicate a thousandfold, resulting in throbbing, overinflated veins that erupt in an agonizing geyser of gore 3d4 rounds after a failed Saving Throw Versus Poison.

The horrid beasts are wantonly destructive, as they relish gnawing into foodstores and medical supplies to contaminate them.  Even the smallest crumbs and scraps are rendered deadly.


While skintruders usually manifest within housecats, they could theoretically form inside the bodies of larger, more dangerous animals...or even human beings.  The Mutant Lord should adjust accordingly the Hit Dice, Attacks, Damage, etc. of such atypical specimens.

Mutations:  Metamorph (Modified), Toxic Weapon (Venom)

 

Tuesday, October 11, 2011

Devastation Drive-In — 'The Boogens' (1981)



Boogen

No. Enc.:  1d3 (1d6)
Alignment:  Neutral
Movement:  75' (25')
  —Burrow:  15' (5')
Armor Class:  4
Hit Dice:  5
Attacks:  5 (4 tentacles, bite)
Damage:  1d4 / 1d4 / 1d4 / 1d4 / 1d8
Save:  L3
Morale:  11
Hoard Class:  VI, XII
XP:  1,250

Deep within the frigid earth, strange creatures have been sealed away since the time of The Ancients...

...and now they've broken out...

...AND THEY'RE HUNGRY!!!

The boogens are subterranean beasts the size of hogs that dwell deep within mines and natural caves, but they surface (often burrowing up through the floors of residences) when deprived of food.  They possess squat, round bodies encased in hard carapaces, toothy maws, and multiple flailing tentacles.

Of a boogen's tentacles, the front 4 end in piercing spikes, and they can lash targets up to 15' away.  If any 2 tentacles successfully strike the same target in the same round, said target is grappled and drawn into the boogen's mouth for an automatic biting attack.

The boogens take only half damage from melee weapons and conventional firearms.

Mutations:  Echolocation, Extra Parts (Tentacles), Increased Caloric Needs [D], Natural Armor (Extreme), Reflective Epidermis (Cold)







Monday, October 10, 2011

Devastation Drive-In — 'It's Alive III: Island Of The Alive' (1987)



Fangfreak

No. Enc.:  1d4+1 (1d4+1)
Alignment:  Neutral
Movement:  120' (40') 
Armor Class:  5
Hit Dice:  12
Attacks:  3 (2 claws, 1 bite)
Damage:  1d12 / 1d12 / 2d8
Save:  L12
Morale:  11
Hoard Class:  VII
XP:  3,600

Some communities are known to abandon their fangbabies into the wilderness, to let Nature run its course...

...but, against all odds, not only do they survive, they thrive...

...AND MULTIPLY!!!

Wild fangbabies congregate in small groups for protection, and in a mere 4-5 years, grow into fully mature fangfreaks.  These primitive, hulking beings are ferocious when threatened, and have no compunction against devouring their fallen foes.  They are also brutally cunning, which is only enhanced by their mind-reading abilities.

In any group of fangfiends, there will be 1d2 fangbaby infants.  And fangfreaks recognize that the harsh, cruel wastelands of the Mutant Future are no place to rear children...so in an ironic and tragic twist, they often leave their own monstrous offspring on the doorsteps of the very same Pure Human villages in which they themselves were born, hoping the little ones will be adopted and accepted by their grandparents....

Mutations:  Know Direction (Modified), Mental Telepathy, Negative Empathy [D]