Sunday, October 25, 2015

"What's Nuked, Scooby-Doomsday?" — Cat-Creature

Cat-Creature

No. Enc.:  1 (1d4)
Alignment:  Chaotic
Movement:  150' (50')
Armor Class:  1
Hit Dice:  7+1
Attacks:  3 (2 claws, 1 bite)
Damage:  1d6 / 1d6 / 1d8
Save:  L4
Morale:  8
Hoard Class:  XXII +2d6 jewelry
XP:  1,700

Cat-creatures are nocturnal, olive-hued felinoids obsessed with gemstones, precious metals, and shiny trinkets.  Accordingly, they are usually encountered in ruined shopping complexes, or un-plundered cemeteries (which are often bizarrely decorated with feline-centric statuary).  Rumors suggest that cat-creatures are actually normal humans who unknowingly metamorphose while sleeping, perhaps due to exposure to irradiated jewelry

Between their flowing, obscuring capes and freakish acrobatic prowess, cat-creatures are almost impossible to strike in combat.  They can make springing leaps of up to 50'.

Snarling and feral, cat-creatures are far more savage and far less crafty than the typical Scooby-Doomsday monstrosity.

Mutations:  Enhanced Vision (Night), Increased Balance












—

[Inspired by The Scooby-Doo Show episode #33, "Make A Beeline Away From That Feline" (1978)]

Saturday, October 24, 2015

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

Creepheap

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  90' (30')
    —Swim:  150' (50')
Armor Class:  3
Hit Dice:  13
Attacks:  3 (2 claws, 1 bite)
Damage:  1d10 / 1d10 / 1d8
Save:  L13
Morale:  10
Hoard Class:  XXI
XP:  3,300

Creepheaps are squamous, 7'-tall beasts with weedy manes, gulping maws, and cyclopean visages.  They can elongate their pincer'd limbs to slice targets up to 15' away.  The creatures leave clumps of seaweed on everything in their passing.

Creepheaps feed on the life forces of their victims.  If a creepheap strikes successfully with both claws against the same target in the same round, it seizes its quarry in an unbreakable grip and psychically siphons an additional 2d6 HP.  This 2d6 leeching happens automatically each consecutive round, and only ends when the victim (or creepheap) is dead...

...but such victims are anything but deceased, as they arise in 1 turn as pallid, unblinking thralls of their killer!  These malevolent drain-slaves arise in 1 turn with the same stats, intelligence, abilities, speech, and HP as they did in life, and lacking a need to breathe, they can survive underwater with their masters.  A drain-slave again reduced to 0 HP stays permanently dead.

To ensure a steady supply of prey, creepheaps nest in sunken Ancient vessels near coastal communities and / or shipping lanes.

Mutations:  Fear Generation, Unique Mutation ("Slave-Drain")











—

Inspired by The Scooby-Doo Show episode #20, "The Creepy Heap From The Deep" (1977).

And for the Savage Worlds version, click here!

Friday, October 23, 2015

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

Tamooka

No. Enc.:  1d4 (1d6)
Alignment:  Chaotic
Movement:  0' (0')
         —Fly:  240' (80')
Armor Class:  4
Hit Dice:  12
Attacks:  1 (gore)
Damage:  2d8
Save:  L6
Morale:  10
Hoard Class:  None
XP:  6,000

The nocturnal tamookas are airborne bovines that haunt the skies over prairies and badlands, and they only touch ground when sleeping.  Their fur glows a phantasmal bluish-gray, and their eyes burn with ruby malice.

The beasts can fly as fast—or faster!—as ground vehicles, but they won't pursue into tunnels or confined spaces.  Tamookas make frequent Dive attacks, and when carrying away victims, turn themselves and their quarry invisible to escape unimpeded.

Tamookas sinisterly "poach" livestock away from villages, using their Empathy mutations (which only work on creatures of animal-intelligence) to lure the beasts away.

Mutations:  Control Light Waves, Empathy (Modified), Enhanced Vision (Night), Fear Generation, Psionic Flight












—


Moodicine Man

No. Enc.:  1d4 (1d6)
Alignment:  Chaotic
Movement:  120' (40')
Armor Class:  6
Hit Dice:  8
Attacks:  1 (bite, or weapon)
Damage:  1d8, or by weapon
Save:  L8
Morale:  8
Hoard Class:  XIII, XIV
XP:  1,060

"Mooka-wonka!!!  Mooka-wonka!!!  Mooka-wonka-wonka!!!"

Moodicine men are tribal bovinoids with shaggy manes, ivory horns, saucer-sized eyes, and savage fangs  They frequently ally with a region's tamookas (even going so far as to ride them into battle), and feed upon the enthralled livestock procured by the flying bulls.  They also devour vanquished enemies!

Moodicine men reside in elaborate cave dwellings, and share their living spaces with eagles, owls, and other avians (mutated or otherwise).

Mutations:  Albinism (D), Enhanced Vision (Night)






—

[Inspired by The Scooby-Doo Show episode #11, "A Bum Steer For Scooby" (1976)]

Thursday, October 22, 2015

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

Karkinoid  ("Man-Crab")

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  240' (80')
 —Burrow:  240' (80')
Armor Class:  0
Hit Dice:  14
Attacks:  2 (1 small claw, 1 big claw), or 1 crush
Damage:  1d6 / 2d8, or 6d6
Save:  L9
Morale:  11
Hoard Class:  XV
XP:  8,700

Karkinoids are immense, 12' tall crustaceans that reach heights of 20' when telescoping upon their middle limbs.  The ornery beings possess freakish speed, agility, and maneuverability, and make standing vertical jumps over 100' and bounding horizontal leaps of a quarter-mile.  Karkinoids also skitter at full movement up vertical surfaces and upside-down along ceilings.

If a karkinoid successfully strikes with a To Hit roll of 15+ with its larger claw, its prey is grasped in an unbreakable crush that does an automatic 2d8 damage per round; furthermore, the victim suffers an additional automatic 1d8 biting damage per round as its devoured alive!  Karkinoids are just as likely to attack from below the sands (Surprising on a 1-4 on 1d6) and drag screaming victims to their subterranean lairs...

...and they are pouncing from above, crushing unsuspecting targets for 6d6 damage!

Karkinoids trigger hives, swelling, and respiratory distress in all those with shellfish allergies if within a 15' radius of the beasts.

Mutations:  Enhanced Vision (Night, Ultraviolet), Fear Generation, Unique Sense ("Tremor-Sense")
















—

Inspired by Scooby-Doo! Mystery Incorporated episode #4, "Revenge Of The Man-Crab" (2010).

And for the Savage Worlds version, click here!

Wednesday, October 21, 2015

"What's Nuked, Scooby-Doomsday?" — Ice Cream Ghost

Ice Cream Ghost

No. Enc.:  3 (3)
Alignment:  Chaotic
Movement:  150' (50')
            Fly:  150' (50')
Armor Class:  4
Hit Dice:  9
Attacks:  1 (touch)
Damage:  3d6
Save:  L9
Morale:  8
Hoard Class:  XXII
XP:  7,300

Ice cream ghosts are sentient colonies of frigid, monochromatic protoplasm that "skate" across ground and sky.  Though twee of name and garish of coloration, they are devious schemers that relish sowing panic and discord.  The beings' susurrant voices drip with malice.

Ice cream ghosts slash with blistering claws that, upon a failed Saving Throw Vs Stun, entomb victims in paralyzing frost for 1d4 turns.  The creatures can also leave treacherous slicks [up to 6x6  battlefield hexes / squares] in their wake, and pedestrians and vehicles alike must make an Ability Check Vs DEX at a +2 penalty to avoid slipping and crashing (and suffering consequent damage, as determined by the Mutant Lord).

Combining their floating with abilities to squeeze through openings and compress into tight spaces, ice cream ghosts are masters of stealth (Surprising on a 1-4 on 1d6) and surveillance.  And their amorphousness makes them wholly immune to physical damage (from fisticuffs, conventional melee weapons / firearms, crushing attacks, etc).

Ice cream ghosts always operate in trios.

Mutations:  Fear Generation, Reflective Epidermis (Cold)














—

Inspired by The Scooby-Doo Show episode #15, "The Ghost Of The Bad Humor Man" (1976).

And for the Mutant Future version, click here!