Showing posts with label Mighty Samson. Show all posts
Showing posts with label Mighty Samson. Show all posts

Sunday, September 18, 2022

[Samson Sunday] Savage Menagerie: Mole Monster

Mole Monster: Init +3; Atk bite +4 melee (5d6); AC 14; HD 4d10; MV 40' burrowing; Act 1d20; SP searchlight eyes; SV Fort +6, Ref +0, Will +4; Crit M/d10.

Searchlight eyes: The mole monster's eyes emit a nigh-intensity beam of light that blinds its victims for 1d6 rounds unless they make a DC 12 Ref save to cover their eyes in time.  

Mole monsters are giant (20' long) subterranean burrowers descended from ancient digging mammals. The mole monster is a social beast, rarely found alone. If a seeker encounters one mole monster, it's safe to assume there is a nest of 2d6 within the area. Due to its size, a mole monster is a destructive creature as its tunneling will cause large sections aboveground to sink into the earth. Entire villages have been swallowed up as they vanished into the depths below the earth.

A mole monster's muzzle has several claw-like fangs that it uses for digging. However, tese dagger-like teeth can also be used to bite and rend a victim for 5d6 hp of damage. The mole monster has also developed a pair of eyes that illuminate the darkness, enabling it to see. However, this emitted light is so bright, it can overwhelm the eyesight of those who see it. Unless the target covers their eyes in time (DC 12 Ref save), they will be blinded for 1d6 rounds as their eyes readjust to the darkness.

NOTE: This creature was inspired by the tale from Issue 7 of "Mighty Samson." Stay tuned each week for Samson Sunday!




Sunday, July 31, 2022

[Samson Sunday] Ancient Armory: Terra's Electroprod

 (Seriously, there is a LOT of good MCC stuff in Issue #6!)

Weapon: Electroprod
Tech Level: 3
Complexity Modifier: 3

Range: Melee
Damage: 2d8 plus stun (DC 18 Fort save or stunned for 1d8 rounds)
Power: C-Cell (20), F-Cell (40), Q-Cell (U) 

The electroprod used by Terra of Jerz is a device of her own creation. As a master technician with an abundance of Ancient tech at her disposal, Terra created her electroprod as a way to keep her minions under control without doing any serious harm to them.

The electroprod has the same effect as a force baton, in that it has an end result of stunning the target. However, the electroprod does this by first delivering a wicked electrical shock that does 2d8 hit point of damage, which also overloads the target's neural system. The target must then make a DC 18 Fort save or they will be stunned for 1d8 rounds.

Terra was unable to miniaturize the power source enough to fit into the electroprod itself, so she wears a power pack on her belt with wires leading to the electroprod. If these wires are ever broken or severed, the electroprod will be powerless until she has time to repair the device.

NOTE: This weapon was inspired by the tale from Issue 6 of "Mighty Samson." Stay tuned each week for Samson Sunday!



Thursday, July 21, 2022

[Samson Sunday] Savage Menagerie: Vacuum Leviathan

(I'm playing a bit of catch-up with Samson Sunday entries! Fortunately, Issue 6 has a bunch of bizarre creatures for MCC RPG.)

Vacuum Leviathan: Init +5/+7/+9; Atk suction maw +5/+7/+9 melee (swallow whole); AC 15/17/20; HD 8d20/13d20/18d20; MV 80'/90'/100'; Act 1d20; SP swallow whole, bigger and bigger; SV Fort +10, Ref +5, Will +10; Crit M/d20.

Swallow whole: The Vacuum Leviathan doesn't chew or bite a victim; rather a target who is successfully hit is "swallow whole" as they are caught in the powerful suction of its gaping maw. Once swallowed, the victim is lost forever. The judge should allow a player to perform one last-minute action to save themselves on a DC 20 (a Strength check to hang onto something; a Reflex save to leap to safety before being pulled in, etc.)

Bigger and bigger: Any material the Vacuum Leviathan takes in is absorbed and added to its bulk. For every 24 hours it lives, it increases in size, moving up one step in initiative, melee bonus, AC, HD, and movement rate. (Refer to the creature's stat box above.) Once it reaches its maximum size, it will remain there until defeated.

The Vacuum Leviathan is a creature from space that crashed to Earth on a fallen satellite as a collection of microscopic molecules. Once it reassembled, it began its destructive cycle by "vacuuming" and consuming everything in its path. (Just read the comic and it'll make a bit more sense.) A Vacuum Leviathan looks like a bizarre combination of snail and centipede with a monstrous "bag" making up the bulk of its body. It has a pair of antenna that it uses as sensory organs, and a wide gaping mouth that it uses to take in sustenance. It does this through a powerful vacuum effect that draws anything and everything into its mouth where it is instantly consumed. It is thought that perhaps a microscopic black hole is within the Vacuum Leviathan's "body", which would explain the monstrous forces of pull the creature is capable of.

The Vacuum Leviathan starts off life about the size of a large house, approximately 30' high and 200' long. As it takes in raw materials, this mysterious space creature breaks down the molecules and adds it to its own bulk, exponentially increasing in size during the process. After 24 hours, the Vacuum Leviathan will have more than doubled in size, and 24 hours after that, the creature will have grown to the size of the tallest Ancient skyscrapers. (The judge should use the first figures in the stat box above, then move up another level as the Vacuum Leviathan grows, and ending with the highest-most stats once it reaches its maximum size.)

The Vacuum Leviathan should not be tossed into an MCC campaign as a random wandering monster. Instead this titanic beast should be a campaign all its own. The players may be able to defeat the creature at its smallest stage through sheer brute force, but once its reaches its biggest size, mere melee and missile fire combat will do little to stop it. The judge should reward clever players who come up with a plan to defeat this giant monster with a reasonable chance of success. In the comic issue, Samson attempted to drop a bomb within the Vacuum Leviathan's mouth, only to have it go off without effect. Only by clogging the Vacuum Leviathan's mouth with a giant Colloso-whale, causing it to suffocate, was Samson able to stop this beast. Once defeated, the Vacuum Leviathan will disintegrate back into its dusty molecular structure where it will float back into space from whence it came...

NOTE: This creature was inspired by the tale from Issue 6 of "Mighty Samson." Stay tuned each week for Samson Sunday!

[Samson Sunday] Savage Menagerie: Jet-bird

(I'm playing a bit of catch-up with Samson Sunday entries! Fortunately, Issue 6 has a bunch of bizarre creatures for MCC RPG.)

Jet-bird: Init +9; Atk bite +7 melee (2d12); AC 16; HD 5d12; MV 30', fly 200'; Act 1d20; SP hasty retreat; SV Fort +5, Ref +10, Will +4; Crit M/d10.

Hasty retreat: Opponents engaged with the jet-bird in melee combat do not gain a free attack when it retreats by flying out of the enemy’s reach.  

The Jet-bird is one of the fastest predators found in the world of Mighty Samson. This large pterodactyl-like bird is built for speed, having a long, slender, featherless body. Its wings and fins are shaped much like the jet aircraft of the Ancient days, although no one knows if it evolved these features or if the bird is some type of lab-bred mutant. Rather than flapping its wings for flight, the Jet-bird generates and releases powerful twin streams of  flaming gas that propels it through the air. A Jet-bird can fly for up to 1 hour in this manner before it must land to regenerate this gas, a process that can take several hours. The Jet-bird's top speed can reach upwards of 300 MPH and it can climb to a height of 10 miles up.

The Jet-bird bites for its primary attack for 2d12 hp of damage. (Its claws are vestigial at best and are useless for melee combat.) A Jet-bird makes its home in the highest of ruined Ancient skyscrapers, where a nest can be found with 1d3 eggs and/or Jet-bird chicks within. If a Jet-bird is found and domesticated by a clever seeker, they may find themselves with a jet-fast mount as the Jet-bird ages.

NOTE: This creature was inspired by the tale from Issue 6 of "Mighty Samson." Stay tuned each week for Samson Sunday!


Sunday, July 3, 2022

[Samson Sunday] Savage Menagerie: Spidersaurus

Spidersaurus: Init +7; Atk bite +7 melee (2d12 plus poison); AC 18; HD 7d10; MV 60', in web 90'; Act 2d20; SP poison bite, web movement; SV Fort +8, Ref +8, Will +6; Crit M/d12.

The Spidersaurus is a monstrously sized arachnid with the body of a tarantula and the head of a T-rex. The Spidersaurus is 20' to 30' in length and is typically found in the giant webs it spins between ruined Ancient buildings. Although it typically hunts for large prey, it will attack smaller Sekker-sized prey if they are foolish enough to become entrapped in its web.

The Spidersaurus bites for its primary attack. if it successfully bites a victim, the target must make a DC18 Fort save. If successful, the target takes an additional 1d4 from poisoning. If the target fails, they are immediately paralyzed from the Spidersaurus' poisonous bite. They will be unable to move for 1d12 hours. During this time, the Spidersaurus will cocoon its prey and carry them up to the tallest point in their web for later consumption. The Spidersaurus can move very quickly in its webbing, but anyone else who comes into contact with these sticky strands will be stuck fast unless they succeed a DC 10 Strength check. A player can climb a Spidersaurus web, but they must make a new Strength check for every 20' in the web they traverse. A coating of water or oil on their hands will negate the web's stickiness for 10 minutes, allowing them to climb unimpeded.

NOTE: This creature was inspired by the tale from Issue 6 of "Mighty Samson." Stay tuned each week for Samson Sunday!


Sunday, June 19, 2022

[Samson Sunday] Notorious NPC: Terra Of Jerz

Terra of Jerz: Init +3; Atk electroprod (2d8 plus stun [DC 18 Fort save or stunned for 1d8 rounds]); AC 12; HD 8d6; hp 36; MV 30'; Act 2d20; SP rover skills, +8 on artifact checks; SV Fort +3, Ref +8, Will +4; Crit II/1d30+2.

Terra of Jerz is one of Samson's oldest and deadliest enemies. Terra's ancestors took cover during the Atomic Wars in a deep underground bunker, where she was born and raised. When she became of age and surfaced, she saw that the surface people had regressed to a primitive period of knowledge and technology. With her advanced scientific knowledge and the Ancient devices from her bunker, Terra's ultimate goal is to become Queen of N'yark by subverting and conquering the savages aboveground. And, of course, Samson (whom she secretly would like to have ruling by her side) has stopped her conquest at every turn.

Terra is always armed with her elecroprod, a weapon that produces a vicious electric shock (2d8 damage) plus stunning its target (DC 18 Fort save, or stunned for 1d8 rounds). Terra also flies around (and makes frequent escapes) in a flying saucer-like Bubble Car. And Terra is always accompanied by 2d10 primitive humans who fear her and do what she says as their "queen".

Terra's knowledge of Ancient technology far surpasses anyone else's in Samson's world. The judge should treat her as having the skills of an 8th-level Rover as well as a +8 to any Artifact Check, with automatic successes for any device of TL 3 and less. Terra also has a horde of Ancient weapons and devices back in her bunker, the location of which is a closely-kept secret. Terra has waged war single-handedly against the tribes of N'yark with only the push of a button, so they fear what other weapons she has. But she has also used advanced technology to house and feed her "minions", so they will follow her blindly for the comforts she provides.

NOTE: This NPC was inspired by the tale from Issue 6 of "Mighty Samson." Stay tuned each week for Samson Sunday!



Sunday, June 12, 2022

[Samson Sunday] Savage Menagerie: Kangorilla

Kangorilla: Init +5; Atk claw +4 melee (1d12 plus grapple) or kick +3 melee (1d16) or hurled stone + 3 missile fire (2d10; range 200'); AC 13; HD 4d10; MV 100', jump 50'; Act 1d20; SP grapple; SV Fort +5, Ref +5, Will +1; Crit M/d10.

The Kangorilla is a land-based beast with the upper torso, limbs, and head of one of the great apes with the powerful legs and pouch of the kangaroos from "down under". The Kangorilla is typically encountered in open plains or wide-open spaces where it has plenty of room to leap incredible distances. The giant beast stands nearly 15 feet tall, with some reaching a height of 20 feet.

The Kangorilla is a carnivorous creature that will not hesitate to attack weaker prey. If it spies a target from a distance, it will first hurl a few boulders in their direction to "soften them up". It will then launch itself into the air on its powerful hind legs, landing next to its prey to attack. The Kangorilla can lean back on its tail and kick out with its legs, pummeling the target for 1d16 damage. Once it feels its prey is weakened, it will attack with its claw and, if successful, will try to grapple its prey. If successful, the Kangorilla will stuff its prey into its pouch, then leap away it its lair. Anyone within the creature's pouch can try to attack from "within" with a -1d penalty due to the jostling. The target will also take an additional 1d4 damage each time the beast lands and launches again during its trip back to its lair where it will feed. (The prey rarely survives the trip back.) 

NOTE: This creature was inspired by the tale from Issue 6 of "Mighty Samson." Stay tuned each week for Samson Sunday!

Sunday, May 29, 2022

[Samson Sunday] Notorious NPC: Oggar the Beastman

Oggar the Beastman: Init +6; Atk claw +6 melee (1d10) or bite +4 melee (1d8); AC 15; HD 4d8; hp 22; MV 40'; Act 1d20, 1d16; SP human form, domination; SV Fort +8, Ref +6, Will +3.

Oggar the Beastman was one of the strongest foes Samson ever faced. The powerful mutant was nearly Samson's equal in strength and reflexes, but its animalistic rage was the cause of its downfall.

The human scientist Vaxar was exposed to mists from a radioactive glow-geyser, causing his metamorphosis into a hulking beastman form. As Oggar, he possessed a lion's head and a body covered in reptilian scales with a crocodile's tail. His sharpened claws make for powerful weapons, as well as giving him an advantage when climbing. Oggar can also summon and control the wasteland beasts with the use of his powerful domination mutation. Several times, he summoned mutants to do his bidding and kill his foes for him.

Vaxar is aware of his beastlike mutant form, and he attempts to keep his dual nature hidden and his animalistic urges at bay. But Oggar is constantly struggling to get out to destroy humanity. Anytime Vaxar is exposed to radiation, Oggar will surface within 1d6 rounds -- and the beastman will slaughter any pure humans it encounters

NOTE: This NPC was inspired by the tale from Issue 5 of "Mighty Samson." Stay tuned each week for Samson Sunday!




Sunday, May 22, 2022

[Samson Sunday] Savage Menagerie: Gulping Blob

Gulping Blob: Init +4; Atk bite +4 melee (1d20 plus swallowed whole); AC 15; HD 8d8; MV 20' swim; Act 1d20; SP camouflage, swallow whole; SV Fort +4, Ref +0, Will +4.

The Gulping Blob is an aquatic creature that -- at first glance -- appears to be nothing more than a floating pile of flotsam drifting downstream. However, upon approaching the monster, its true nature is revealed.

The Gulping Blob is a limbless fur-covered beast that propels itself across the surface of rivers, lakes, and ponds using a series of tendrils that hang under the creature and in the water. Due to its slow movement and the accumulation of mud, twigs, and other debris on its surface, it is difficult to determine the dangerous nature of the beast (DC 17 Intelligence check to detect). When it nears its target, it suddenly opens its huge mouth, and the sudden rush of water will sweep its prey toward it. If the Gulping Blob makes a successful attack, it will swallow its prey whole if the bite damage exceeds the victim's hit points.

NOTE: This creature was inspired by the tale from Issue 5 of "Mighty Samson." Stay tuned each week for Samson Sunday!

Sunday, December 15, 2019

[Samson Sunday] Savage Menagerie: Ice Monster

In Mighty Samson Issue 4, Samson faced the threat of sailing vessels from Greelynd led by the ruthless warlord Thorr! Thorr captured Samson and his friends, and pitted Samson against post-apocalyptic mutants in his arena! Here's one of those threats!

Ice Monster: Init +1; Atk bite +6 melee (1d6+2) or claw +4 melee (1d4); AC 17; HD 3d8; MV 20'; Act 2d20; SP laser resistance, cryokinesis; SV Fort +4, Ref +1, Will +6.

The Ice Monster appears to be similar to the Ancient polar bear species. However, the bear-like creature is twice as large and, instead of white fur, it is covered in icy shards across its body,  giving it a crystalline shimmer when light reflects off of its hide. Because its surface reflects/refracts light waves, an Ice Monster only takes half-damage from light-based attacks (e.g., lasers and similar weapons).

An Ice Monster is a powerful ursine animal, able to bite for 1d6+2 hp damage or claw an opponent for 1d4 hp. An Ice Monster is "super-coldblooded", giving it the mutation of cryokinesis, which it uses to try to freeze its prey in place during combat.

An Ice Monster, however, is incredibly vulnerable to heat-based attacks and will take double-damage from any such assault. It is not unusual to see the massive beast melt clean away under a barrage of flame and fire.

NOTE: This creature was inspired by the interior tale from Issue 4 of "Mighty Samson." Stay tuned each week for Samson Sunday!




Sunday, December 8, 2019

[Samson Sunday] Savage Menagerie: Rhinophant

Rhinophant: Init +0; Atk trample +5 melee (3d4) or gore +2 melee (2d4); AC 17; HD 3d8; MV 20'; Act 1d20; SP absorption; SV Fort +4, Ref -2, Will +2.

The Rhinophant is a large herbivore animal that roams the abandoned streets of post-apocalypse N'Yark . The Rhinophant is huge and heavy, standing nearly 6 feet tall at the shoulder and weighing in excess of 2000 lbs. The Rhinophant has two large horns growing out of its muzzle, and it has a line of bony plates that run down the center of its spine. The Rhinophant is also covered with a thick leathery hide, making it very difficult to injure the creature.

Although the Rhinophant appears at a distance to be no more aggressive than the Ancient cow, it is actually quite territorial and will charge once it sees an interloper into its territory. It will attempt to either trample a victim under its lumbering bulk, crushing them for 3d4 hp damage, or it will lower its head and try to gore them with its twin horns for 2d4 hp damage. Fortunately, the Rhinophant is not a fast creature and can be outrun if spotted soon enough.

The Rhinophant's hide makes it difficult to injure, but what makes it nearly impossible is the creature's latent absorption mutation. The Rhinophant absorbs kinetic energy and will only take half-damage from any melee or missile attack. Also, when hit, the Rhinophant will gain 1d4 hp (up to its max hp) from each attack. A team of Terrans may be surprised to see a Rhinophant actually healing as they inflict injury upon injury upon the beast!

NOTE: This creature was inspired by the cover and interior tale from Issue 3 of "Mighty Samson." Stay tuned each week for Samson Sunday!


Sunday, December 1, 2019

[Samson Sunday] Savage Menagerie: Fanged Flyer

Fanged Flyer: Init +1; Atk bite +3 melee (1d6) or claw +2 melee (1d6); AC 15; HD 2d8; MV flying 40'; Act 1d20; SV Fort +2, Ref +4, Will +0.

A Fanged Flyer is an aerial predator descended from the common bat. A Flyer is monstrously large with a 20-foot wingspan, a furry torso, bird-like talons, and a canine's head. The beast typically attacks by descending on its prey then slashing with its sharp claws. Otherwise, the creature will try to bite with its fang-like teeth, which gives it its name.

One typical tactic the Fanged Flyer will use is to grab its prey with both talons. If successful, it will then carry its victim aloft. The Fanged Flyer is capable of picking up and carrying prey of up to 300 pounds in weight.) The beast will then either carry its prey back to its lair for feeding or, if the victim struggles too much, the Flyer will climb high in the sky then release the victim. The Fanged Flyer will then descend to feed upon the crushed remains that are left after the fall.

A Fanged Flyer is a flock animal and will typically be found in groups of 2d10. If a PC sees a mass of Fanged Flyers approaching, it's best to take cover as one is difficult enough to defeat. Fortunately Fanged Flyers are usually found only in large wide-open spaces where they can be seen approaching from a distance.

NOTE: This creature was inspired by the cover and interior tale from Issue 2 of "Mighty Samson." Stay tuned each week for Samson Sunday!

Sunday, November 24, 2019

[Samson Sunday] Savage Menagerie: Liobear

Liobear: Init +1; Atk bite +6 melee (1d6+2) or claw +4 melee (1d8); AC 17; HD 3d8; MV 20’ or climb 10'; Act 2d20; SV Fort +4, Ref +1, Will +8.

A Liobear is one of the more fearsome creatures to encounter roaming the lands of Terra AD. The mutant mammal has the powerful body of a bear and the ferocious head of a lion. (It is unknown how these two animals were combined to form such a beast, but Ancient genetic experiment is assumed. ) The creature is also much larger than either of its Ancient cousins, standing nearly 12 feet tall when on its hind legs.

A Liobear attacks twice per round, typically using both of its paws to slash and batter an opponent. If the opportunity arises, it may also bite with its powerful jaws, holding its prey fast and gaining a +1d on consecutive attacks until the victim breaks free (DC 17 STR check).

NOTE: This creature was inspired by the cover and interior tale from Issue 1 of "Mighty Samson." Stay tuned each week for Samson Sunday!