Sunday, October 6, 2013

Devastation Drive-In 3-D — 'The Brain From Planet Arous' (1957)



Cerebrihm  ("Lobe Lord")

No. Enc.:  1 (1d4)
Alignment:  Any
Movement:  See Below
Armor Class:  See Below
Hit Dice:  8
Attacks:  See Below
Damage:  See Below
Save:  L10
Morale:  9
Hoard Class:  See Below
XP:  4,560

As The Ancients' best and brightest began unlocking the secrets of the atom, their endeavors drew scrutiny not only from the world at large...

...but also from brilliant minds from the farthest reaches of outer space...

...BRILLIANT MINDS—IN THE MOST LITERAL SENSE!—BENT ON ENSLAVING THE ENTIRETY OF THE HUMAN RACE!!!

Hailing from the planet Arous, the Cerebrihm (both singular and plural) are disembodied brains averaging 5' long and 3-4' high, with glowing eyes and dangling 4'-5' long nerve-cluster "tails".  They levitate at a rate of 60' (20').

Cerebrihm have the ability to become wholly non-corporeal, rendering them immune to all physical attacks and injuries.  In this state, they can phase into the bodies of other living organisms—animals (standard and Mutant), sentient beings (Pure Humans, Mutant Humans, aliens), and Mutant Plants—and assume total physical control, thereby gaining all of the hosts' memories, skills, abilities, Mutations, Movement, Attacks, Damage, etc.  Such host bodies are also completely immune to physical harm.  Possessing another creature happens with a successful Mental Attack as if from a WIL score of 21;  a Cerebrihm can try again and again on subsequent rounds.

As if their possession powers weren't terrifying enough, Cerebrihm can manipulate atomic energy at a range of up to 5 miles away and encompassing a 5 mile radius.  They primarily use this ability to create a localized glowing corona of pure radioactivity that scorches all victims in the vicinity to death upon a failed Saving Throw Versus Radiation.  They can also target inanimate matter, and instantly destroy vehicles, or large swaths of terrain...or even entire cities.  A Cerebrihm's atomic powers are usable every round.

The Cerebrihm are so adept at mimicking the behaviors and patterns of their hosts that they are virtually undetectable, even to other Cerebrihm.  The only indicators of possession are subtle changes in behavior (unless, of course, the creature chooses to act contrarily) and a silvery luminescence to the host's eyes when manipulating radiation.

Though unable to influence its "captor", a possessed individual is fully, agonizingly, impotentely aware of the Cerebrihm's presence within its psyche.

Once every 24 hours, a Cerebrihm must leave its host and solidify for 1 full turn in order to oxygenate its "body" and replenish its energies, and it usually spends this time communing with its host telepathically.  In this state, the being has an AC of 7, and can ram a target for 1d10 blunt damage.  This period of solidity is the only time a Cerebrihm is vulnerable to physical harm, and a Called Shot with a melee weapon (made at a -6 To Hit) to its "fissure of Rolando" crevice—the lateral groove that separates its frontal and posterior lobes—will kill it instantly.

Every Cerebrihm has a different agenda.  Chaotic specimens (considered criminals on their home planet) are cruel, power-hungry, greedy, and relish possessing "lesser savages" to savor their primal appetites and lusts.  Lawful individuals are usually peacekeepers and police, and use their abilities to track down and capture renegades of their kind.  Those of a Neutral bent are scientists and researchers.  Lawful and Neutral Cerebrihm always ask permission before possessing sentient beings, or the pets thereof.

A Cerebrihm's Hoard Class represents the material goods, wealth, and holdings of its host.

Mutations:  Mental Barrier (x2), Metaconcert, Neural Telepathy, Psionic Flight, Possession (Modified), Unique Mutation (Desolidification), Unique Mutation ("Radioactive Death-Ray")











Saturday, October 5, 2013

Devastation Drive-In 3-D — 'The Relic' (1997)



Environmental Hazard:  Morphungus



As the Ancients encroached into the farthest, most isolated corners of the globe, they discovered hundreds upon hundreds of new species never before catalogued...

...INCLUDING A PLANT THAT MERGED HUNDREDS OF SPECIES INTO ONE MURDEROUS SPECIMEN OF LIMB-RIPPING, SKULL-SEVERING, BRAIN-DEVOURING TERROR!!!

Morphungus is an orange, gelatinous, parasitic organism that infests leafy tropical plants (mutant or otherwise).  The substance is riddled with viral DNA that fantastically codes for multitudes of animal proteins and hormones simultaneously, and it infuses its host with the same.

Any creature that eats such morphungal leaves (raw or cooked) also absorbs the proteins, and undergoes radical metabolic change and rampant growth within 4d6 hours.  The smallest insects shift into 2 HD terrors (with attacks to match), and larger creatures grow into things much, much worse...

...with humanoids suffering the most horrible fates, transforming into chimerical monstrosities!

The creatures thus transformed by morphungus actually depend on the substance for sustenance, and require ever-increasing quantities to survive...but when it runs out, only one other food suffices:  living brains!

Some remote tribes actually force-feed morphungus to domestic animals and citizens, so as to create an army of murderous beasts...and when said army devours all available stores, they are dispatched to enemy territory to massacre entire rival villages!








Kothoga

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  180' (60')
Armor Class:  3
Hit Dice:  18
Attacks:  3 or 2 (2 claws, 1 bite, or 2 tail-slaps)
Damage:  2d8 / 2d8 / 3d10, or 1d10 / 1d10
Save:  L9
Morale:  11
Hoard Class:  XXII
XP:  12,500

The once-humanoid kothogas are living nightmares, all claws and jaws and mandibles.  Their 25' long, 1.5-ton bodies are as lithe and agile as those of panthers (granting Surprise on a 1-4 on 1d6), but strong enough to smash through steel security doors.  Their scaly hides render them invulnerable to primitive projectiles and gunfire alike.  Kothogas climb vertical surfaces and ceilings with ease, and effortlessly make standing leaps of 50' or more.  They can hold their breaths for up to an hour, and fight just as well when submerged as on land.

Kothogas ordinarily feed on the hormones produced by morphungus...but ultimately turn to throbbing brains.  Kothogas must consume 3 human brains (specifically, the hormone-producing regions:  thalamus, hypothalamus, and pituitary gland) a day, or suffer an agonizing 3d6+1 damage.  

When a kothoga successfully hits with both claws, the target is gripped about the shoulders, allowing for a free bite attack...and the victim must immediately make a Saving Throw Vs Death.  Failure indicates instant decapitation.  After such a kill, the kothoga spends 1 full round feeding, and then disgorges the unwanted cerebral matter, and attacks again.

Kothogas dislike temperature extremes due to their amalgamated genetic structure, and suffer an extra +2d6 damage from both cold- and heat-based attacks.

It's almost impossible to determine which is more dangerous:  a well-fed kothoga that still retains a semblance of memories and intelligence from its former sentient existence, or a starving one in a berserk, brain-craving frenzy!

Mutations:  Frailty (Dietary Dependence, Temperature Susceptibility) [D], Increased Sense (Hearing, Smell, Taste, Vision), Regenerative Capability












Friday, October 4, 2013

Devastation Drive-In 3-D — 'Dracula's Dog' (1978)



Dogferatu  ("Bloodhound")

No. Enc.:  1 (1d6)
Alignment:  Chaotic
Movement:  120' (40')
Armor Class:  6
Hit Dice:  5
Attacks:  1 (bite)
Damage:  1d8 + drain
Save:  L6
Morale:  11 (6)
Hoard Class:  VII
XP:  950

In times considered ancient by The Ancients themselves, unholy beings stalked the darkness, hungering for the lifeblood of the living...

...and they sometimes had loyal animal companions to not only aid in their midnight predations, but to also simply ease the loneliness of unlife...

...BUT NOW THOSE PETS ARE BACK FROM THE GRAVE...AND THEY'RE HUNGRY!!!

The dogferatu (singular and plural) are intelligent, night-black, undead canines awakened from eternal slumber after their tombs and crypts (and the wooden stakes pinning them within) fell to post-apocalyptic disrepair.  They have but one goal:  to track down the descendants—mutated, or otherwise—of their former vampiric masters, and convert those individuals into vampires themselves so as to re-establish proper owner / pet relationships. Dogferatu often resurrect their former half-human / half-undead "handlers", with which they share telepathic bonds.  These ghoulish beings guard the dogferatu's coffins during the daylight hours.

To better aid its efforts, a dogferatu builds a pack by creating more of its kind through the traditional means:  mesmerism, followed by the draining of blood via bites with over-sized fangs. Cruelly, they target the loyal pets of their desired victims, and other trusted neighborhood animals.  The pelts of all canines thus transformed turn black and gray like their sire's, while retaining the same markings.

Pack leaders have WIL scores of 13+1d6; dog-thralls have 8+1d4.  Dogferatu are incredibly agile, with climbing abilities atypical of mortal hounds.

The supreme dogferatu leads with military efficiency, coordinating siege attacks against domiciles (which includes digging under the structures or through rooftops, and cleverly ripping out electrical wiring) and vehicles.  Dogferatu attempt to hypnotize their quarry, and then bite unimpeded, as such attacks don't require To Hit rolls.  Bites inflict initial 1d8 damage, then an automatic 2d6 damage per round from blood loss.  Any creature—man, animal, mutant alike—drained to 0 hit points rises as a blood-hungry undead the following day.  Those killed by mauling and savaging know true death.

A dogferatu is supernaturally tough, and regenerates 15 hit points per round from all but fire damage.  When it comes to weapons, only wood driven into a dogferatu's heart (via carved stakes, falls onto fences or jagged tree limbs, etc.) subdues the beast...and even then, it's not truly deceased, as removal of said wood revives the creature.  Dismemberment, incineration, and the scattering of ashes is the only true way to end a staked dogferatu threat.  Sunlight disintegrates the beasts after 3 rounds of exposure.

Dogferatu Morale drops to 6 in the presence of open flames and / or religious iconography.

Some dogferatu are shrewd enough to transform puppies into vampires, so as to continue their lineage in case their schemes go awry....

Mutations:  Empathy, Increased Balance, Mental Telepathy, Metaconcert