Friday, October 9, 2015

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

Skeleman

No. Enc.:  See Below
Alignment:  Chaotic
Movement:  120' (40')
      —Swim:  120' (40')
Armor Class:  4
Hit Dice:  7
Attacks:  2 or 1 (2 claws, or 1 weapon)
Damage:  1d6 / 1d6, or by weapon
Save:  L8
Morale:  9
Hoard Class:  XV +1d6 gizmos
XP:  2,190

Skelemen are freakish extraterrestrials with bony indigo frames topped by an enormous, unblinking eye.  They are equally at home on land and in water.  Lacking respiratory systems, they are immune to gas-based attacks and related environmental effects.  Skelemen see right through holograms, mirages, and illusion-based Mutations.

Mute and utterly silent in motion, skelemen Surprise on a 1-4 on 1d6.

Skelemen navigate the spaceways in craft of their own design, and they are experts at scavenging, repairing, and piloting Ancient vehicles of any and all varieties.  In fact, their primary motivation seems to be procuring and hoarding such transports (particularly planes) for reasons unknown.

Skelemen travel in trios, and larger groupings always comprise multiples of three (six, nine, etc).

Mutations:  Aberrant Form ("All-Seeing Eye""Skeletal Body"), Enhanced Vision (Night)Intellectual Affinity (Tinkerer)













Inspired by The Scooby-Doo Show episode #26, "A Creepy Tangle In The Bermuda Triangle" (1978).

And for the Savage Worlds version, click here!

Thursday, October 8, 2015

"What's Nuked, Scooby-Doomsday?" — Wax Phantom

Wax Phantom

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  75' (25')
Armor Class:  6
Hit Dice:  15
Attacks:  2 (2 fists)
Damage:  2d10 / 2d10
Save:  L15
Morale:  10
Hoard Class:  XV
XP:  9,600

Wax phantoms are 9'-tall lumbering, moaning hulks formed from photosynthetic protoplasm.  No restraint can bind them, as they flow through (or outright shatter) bonds with ease.  They leave goopy footprints in their passing.

Wax phantoms are nigh-invincible.  They can instantly seal wounds and re-attach severed limbs, so conventional melee weapons and firearms are useless.  Toxins, diseases, and gas-based attacks also have no effect.  Explosives and intense impacts just disperse the creatures for 4d6 rounds, and lasers / heat / fire melt them to a liquid state that requires the same duration to reform.  Cold, electricity, and Mental Mutations are really the only ways to combat wax phantoms.

Unnervingly artistic, wax phantoms entomb kidnappees in the creatures' own secretions to create ghoulish galleries of ghastly "statuary".  They cheerily explain every step of the process to their victims.

Mutations:  Fear Generation












Inspired by Scooby-Doo, Where Are You! episode #25, "Don't Fool With A Phantom" (1970).

And for the Savage Worlds version, click here!

Wednesday, October 7, 2015

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

Willawaw

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  15' (5')
         —Fly:  270' (90')
Armor Class:  4
Hit Dice:  13
Attacks:  2 (1 grasp, 1 bite)
Damage:  2d8 / 1d10
Save:  L9
Morale:  8
Hoard Class:  XXII +2d10 gizmos +4d6 junk
XP:  8,700

Willawaws are bloated, bioluminescent owls that thunderously rocket through the skies.  They Dive [p. 58 of the Mutant Future Core Rules] more often than not, and carry off quarry on To Hit rolls of 16+.

Willawaws are psychically attuned to all avians (normal, mutant, and humanoid) in their territory, and see and hear at will through the birds' senses.  And if a linked creature screeches a PCs name in an approximation of human speech, said PC is invariably the willawaw's next victim!  Legend says that anyone who observes a willawaw in flight also becomes a target.

Willawaws are hoarders, and stockpile artifacts, objets d'art, and junk.  Their cave-iaries are overstuffed with their prey's loot, and that acquired by their otusoid minions [see below].

Mutations:  Increased Sense (Vision), Fear GenerationMental Barrier, Mental TelepathyMetaconcert (modified), PossessionReflective Epidermis (Lasers / Light)













Otusoid

No. Enc.:  1d8 (3d6)
Alignment:  Chaotic
Movement:  120' (40')
Armor Class:  6
Hit Dice:  8
Attacks:  3 or 1 (2 claws, 1 bite, or 1 weapon)
Damage:  1d6 / 1d6 / 1d8, or by weapon
Save:  L8
Morale:  12
Hoard Class:  VII
XP:  3,060

Otusoids are stocky, flightless owl-men that unwaveringly procure fresh meat and treasure for their willawaw masters.  They are master hunters, trackers, and scavengers, and being immune to all fear-based effects and mutations, unrelentingly storm domiciles and strongholds in pursuit of their quarry.

Left to their own devices, otusoids are creepy, dead-eyed voyeurs that never, ever blink.

Mutations:  Increased Sense (Smell, Vision)Know Direction, Metaconcert







Inspired by The Scooby-Doo Show episode #25, "Watch Out!  The Willawaw!" (1978).

And for the Savage Worlds version, click here!

Tuesday, October 6, 2015

"What's Nuked, Scooby-Doomsday?" — Space-Ape

Space-Ape

No. Enc.:  1 (1d4)
Alignment:  Neutral
Movement:  270' (90')
Armor Class:  5
Hit Dice:  11
Attacks:  3 (2 claws, 1 bite)
Damage:  1d10 / 1d10 / 1d6
Save:  L6
Morale:  9
Hoard Class:  None
XP:  2,800

The feral space-apes are extraterrestrial, 7'-tall bipeds with slick, purple hides mottled with neon green. They sport wicked claws that inject a Class 15 poison; victims suffer severe allergic reactions marked by an outbreak of green nodules, and catatonia.  Effects last for 1d8 days with a failed Saving Throw Vs Poison, or 3d6 hours with success.  Space-apes can outrun Ancient automobiles.

Space-apes hatch from 6" eggs found in rocks procured off-world, or that fall to earth on meteoroids.  The tiny, brachiating hatchlings promptly enlarge to 2'-tall, and are frighteningly spry with AC 2, HD 3, Movement 210' (70'), Damage 1d6 / 1d6 / 1d4, and a diminished toxicity of Poison Class 8.  They reach adulthood in a mere 24 hours.

Interestingly, adult space-apes suffer from vertigo, and avoid heights (any altitudes 20' above ground) at all possible.

Mutations:  Fear GenerationToxic Weapon (Venom)












Inspired by What's New, Scooby-Doo? episode #3, "Space Ape At The Cape" (2002).

And for the Savage Worlds version, click here!

Monday, October 5, 2015

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

Scarebear

No. Enc.:  1 (1)
Alignment:  Neutral
Movement:  150' (50')
Armor Class:  3
Hit Dice:  15
Attacks:  3 (2 claws, 1 bite)
Damage:  2d12 / 2d12 / 1d8
Save:  L15
Morale:  11
Hoard Class:  XXII
XP:  8,700

Scarebears are blazing-eyed ursinoids that inhabit the most polluted of environs:  areas with heavy fallout, acid geysers, incandescent streams, freakish plants, twisted wildlife, etc.  Accordingly, they are immune to all toxins, chemicals, diseases, and radiation.  Scarebears down trees and shear through metal walls with just a single swipe of their unbreakable, retractable claws.

A scarebear can metamorphose into a Pure Human (albeit a hirsute one), or a part-bear, part-man hybrid with each part determined at will (allowing for, say, a bear head and human hands, or bear body with human head).

Vengeful creatures, scarebears never let a slight go unpunished.  They are adept at using computers and artifacts, and combine these skills with their shape-shifting to be experts at infiltration and sabotage.  And unlike almost every other monster in the way-out world of Scooby-Doomsday, scarebears are Neutrally aligned.

Scarebears are irrationally terrified of birds, mutant and otherwise.

Mutations:  Enhanced Vision (Night), Fear GenerationIntellectual Affinity (Tinkerer)Metamorph, Phobia (Avians) (D)















Inspired by Scooby-Doo! Mystery Incorporated episode #38, "Scarebear" (2012).

And for the Savage Worlds version, click here!