Wednesday, October 28, 2015

"What's Nuked, Scooby-Doomsday?" — Gator Ghoul

Gator Ghoul

No. Enc.:  1 (1d4)
Alignment:  Chaotic
Movement:  120' (40')
      —Swim:  75' (25')
Armor Class:  4
Hit Dice:  13
Attacks:  3 or 1 (2 claws, 1 bite, or 1 tail-slap)
Damage:  2d8 / 1d6 / 1d6, or 2d6 + special
Save:  L7
Morale:  10
Hoard Class:  VII
XP:  6,900

Gator ghouls are bipedal crocodiloids that haunt toxic swamps and polluted bayous.  Master skulkers (and leering voyeurs), they Surprise on a 1-4 on 1d6.

Gator ghouls relish visceral combat, but treacherously blind their foes before melee.  A successful tail-slap sends victims flying 20' away, and requires an Ability Check Vs Dex to avoid and additional 3d6 impact damage.  Gator ghouls cannily blast Class 8 radiation from afar when outclassed (or just feeling particularly ornery).

Mutations:  Fear Generation, Increased Sense (Vision), Optic Emissions (Bright Eyes, Gamma Eyes)












—

[Inspired by The Scooby-Doo Show episode #3, "The Gruesome Game Of The Gator Ghoul" (1976)]

Tuesday, October 27, 2015

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

Voltergeist

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  75' (25')
Armor Class:  4
Hit Dice:  12
Attacks:  1 (touch)
Damage:  6d6
Save:  L12
Morale:  11
Hoard Class:  XVIII
XP:  12,400

Voltergeists are the sizzling psychic manifestations of those killed via electrocution. The hostile beings appear as portly, plodding, 7'-tall bipeds composed of crackling energy.  Despite their incandescence and crackling noisiness, voltergeists are bizarrely stealthy (Surprising on a 1-4 on 1d6).

Voltergeists can burn through any obstruction.  Simple locks and doors take a single round, while thicker walls and barricades may take 1d6 rounds.

Voltergeists feed on electricity, and absorb it from any contraption they contact; artifacts are drained at a rate of 1d10 charges per round.  They also hate mechanical devices in all their forms (including robots), and target them for destruction after dealing with living opponents.

Voltergeists are wholly immune to all adverse environmental effects, and can only be damaged and / or restrained by Mental Mutations and magnetism-based attacks.

Mutations:  Energy-Retaining Cell Structure (x2), Fear Generation











—

[Inspired by The Scooby-Doo Show episode #4, "Watt A Shocking Ghost" (1976)]

Monday, October 26, 2015

"What's Nuked, Scooby-Doomsday?" — Steam Demon

Steam Demon

No. Enc.:  1d4 (1d8)
Alignment:  Chaotic
Movement:  120' (40')
—Levitation:  120' (40')
Armor Class:  5
Hit Dice:  8
Attacks:  2 claws
Damage:  3d6 / 3d6
Save:  L8
Morale:  10 / 6 (see below)
Hoard Class:  XIV
XP:  2,560

Steam demons are the nastiest denizens of ruined under-cities and sewers.  The hissing fiends relish wanton cruelty and vandalism, and their ability to channel sizzling, steel-melting electricity through their claws only enhances their destructive might.

Bullies and thugs, steam demons fancy kidnapping surface-dwelling Pure Humans and Mutant Animals just for sadistic thrills.  That said, steam demons are terrified by Mutant Humans of CHA 6 or less and other "frightening" bipeds.  Their Morale drops to 6 upon encountering groups of 2 or more such beings.

Steam demons generate billowing clouds of noxious, fuchsia-hued gas that surround them in a 20' radius.  Anyone caught within suffers the effects of a Class 4 poison per round and a -2 penalty to all To Hit rolls (even if a Saving Throw Vs Poison succeeds on the damage).  And though they sport prominent wing-flaps, steam demons actually levitate, and can only reach vertical heights of 15' above the ground / floor.

Mutations:  Energy-Retaining Cell Structure, Enhanced Vision (Night), Fear Generation, Phobia ("Monstrous Humanoids") [D], Toxic Weapon ("Sulfurous Fumes")













—

[Inspired by The Scooby-Doo Show episode #10, "A Frightened Hound Meets Demons Underground" (1976)]

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!