Showing posts with label Mutated Monday. Show all posts
Showing posts with label Mutated Monday. Show all posts

Monday, October 29, 2012

[Monstrous Monday] Savage Menagerie: Pangaea

Every Monday in October I've posted a Mutated Monday mutant for your Mutant Future/Labyrinth Lord/Original Fantasy RPG campaigns. Each week, the creatures got bigger and bigger, leading up to today's final entry. As this is the OFFICIAL Monstrous Monday, I thought I'd introduce the largest creature to ever roam my RPG campaigns. You want "monstrous"? Here you go...

No. Enc.: 1 (Unique)
Alignment: Neutral
Movement: Special
Armor Class: -6
Hit Dice: 800 hit points (treat as 21+ HD creature)
Attacks: 1 (swallow)
Damage: 8d8 per round
Save: L20
Morale: 12
Hoard Class: None

In the post-apocalyptic future, there is an island paradise, one miles off the coast of the mainland that is seemingly untouched by the ravages of the radiations and poisons that have ruined the rest of the planet. This island is called "Pangaea" by the primitive natives who live there. The island -- about 12 square miles in size -- hosts an abundance of flora and fauna which sustains the small civilization that flourishes there. For many generations, the Pangaean people have lived peacefully on this isolated island, never making contact with the survivors roaming the rest of the planet. It is almost as if they have managed to avoid the ravages of the blasted planet's atmosphere, as well as the evils of the world's remaining inhabitants. In a way, they have. The "island" has been actively avoiding such things for millenia.

What the Pangaeans don't know is that their island paradise has formed on the back of the largest creature to roam the oceans -- a gigantic turtle-like monstrosity. This creature (which we'll call "Pangaea" here) is 3 miles wide by 4 miles long. Over untold thousands of years, Pangaea (which is incredibly long-lived) has floated on the surface of the oceans. Its shell has been covered with soil and silt, allowing a flourishing ecosystem to develop. Birds and animals that found themselves on the "island" roosted and build homes. Eventually, mankind found Pangaea, establishing a small community as well. Because Pangaea is fairly inactive, its true nature has never been discovered.

Pangaea's head and legs have remained below the surface of the seas for hundreds of years, which has hidden its true form. Unlike a normal turtle, Pangaea is a water breather, so it does not need to surface for air. Also, the creature's has a very slow-running and efficient metabolism  and feeds only once every 10 years or so, eating ocean-dwelling fish and sealife under the surface. The creature's also inactive to a degree, preferring to float on the surface rather than moving of its own accord. Because of this, it's not unusual for the "island" to drift slowly from one location to another. The Pangaeans have come to accept the fact that their island is not truly anchored to the ocean floor, but they have never thought to investigate why this is so. The few visitors who have stopped on the shores of the island may be surprised to find the island gone when they return a year later.

Due to the sheer size of Pangaea, it cannot be easily harmed with conventional weapons. (It'd be like stabbing Rhode Island and expecting it to bleed.) The build-up of topsoil on Pangaea's back is 30 feet deep at its most shallow. Beyond that is the creature's tortoise-like shell. It would take a tach-nuke to get its attention in this way. If a determined mutant were to somehow go underwater and approach the creature from the front, he would encounter a leviathan tortoise head about 300 feet wide. Although this is the "weakest" part of Pangaea, it is also the most dangerous. If the creature does open its mouth, it has begun to feed. The sudden intake of water rushes every living thing into its mouth. Any unfortunate mutant will be immediately swallowed, taking 8d8 hit points of damage per round until he dies in the creature's stomach.

If Pangaea is ever seriously injured, or if the creature is irritated by too much activity on its back (say from an invading force or a population growing out of control), it will decide to "wash off" the infestation, diving to the floor of the ocean where it will lurk for 500 years before resurfacing again. It has done this once before, when it was known by the name "Atlantis."

Mutations: gigantism (to an insane degree), water breathing, natural armor


Sunday, October 21, 2012

[Mutated Monday] Savage Menagerie: Bro'ding

Welcome to the fourth Mutated Monday this month. The landscape is being overrun by bigger and stronger creatures as we approach Monstrous Monday on October 29. Today's mutant is a towering mountain of a creature. And it's completely indifferent to the rest of the world...


No. Enc.: 1
Alignment: Neutral
Movement: 300' (100')
Armor Class: 6
Hit Dice: 20
Attacks: 1 (claw or trample)
Damage: 5d6 or 8d8
Save: L9
Morale: 11
Hoard Class: None

When the ground begins to tremor with a thud-Thud-THUD that increases in volume and intensity, it is almost certain that a Bro'ding approaches. Standing more than 130' tall, the giant Bro'ding is one of the largest land-dwelling creatures that exists in the Mutant Future. It is uncertain if it is a mutated human grown to gargantuan proportions; a deviant from another dimension; an alien invader; or some force of nature given form.

The Bro'ding is a thin, almost skeletal biped. This insectoid-looking creature stands on two spindly clawed legs. Anything in the way of its path will take 8d8 hit points in damage from its crushing weight. Its arms end in two large pincers which it uses to both pick up and manipulate objects as well as crushing and rending anything is thinks is food. These claws do 5d6 hit points of crushing damage to anyone unfortunate enough to be caught in one. Although it is covered in a pasty gray rubber-like skin, the Bro'ding's chest has an exposed ribcage where its internal organs can be seen beneath. The head of a Bro'ding is elongated with multifaceted insect eyes. Its mouth has two tendrils which it uses instead of teeth to rend and tear its food before consuming it.

A Bro'ding never speaks, nor makes a sound of any kind. It is uncertain if it has any kind of intelligence beyond basic animal instincts. Some have tried to communicate with it, only to be swatted away (and killed) when it became an nuisance. The Bro'ding wanders the landscape, eating when it's hungry, sleeping when tired, and "playing" with other creatures when bored -- much like a cat "plays" with a mouse. It seems completely unaware of the effect its size has on other living creatures, but it doesn't seem to notice or care. The Bro'ding treats other living creatures the way you or I may treat an insect -- with complete indifference to its condition, thoughts, feelings, and/or suffering.

The Bro'ding gets its name from a literary-minded human who remembered a tale of a shipwrecked man terrorized by giants.When a Bro'ding is seen approaching, it's best to move out of its way until it passes, then rebuild the town -- and hope it doesn't take an interest in you or your village.

Mutations: gigantism


Monday, October 15, 2012

[Mutated Monday] Savage Menagerie: Ankylophant


Welcome to the third Mutated Monday this month. As mentioned before, the mutants get larger and more foreboding as we work our way toward Monstrous Monday on October 29. Today's mutant is a teleporting behemoth...or is it?

No. Enc.: 0 (1d10)
Alignment: Neutral
Movement: 120' (40')
Armor Class: 3
Hit Dice: 10
Attacks: 1 (bite/gore or trample)
Damage: 3d6 or 4d8
Save: L5
Morale: 9
Hoard Class: None

The Ankylophant is a large plains-dwelling herbivore. Massive in size (nearly 9 feet tall and weighing well over 1 ton), the Ankylophant has a hard tortoise-like shell covering its back and head, granting it a natural armor bonus to its armor class. Ankylophants are fairly peaceful creatures, found wandering the plains with their herdmates. Because of their great size and strength, many would like to catch and train them as beasts of burden, but this has not yet happened due to the Anklyophant's unique way of escaping capture.

When approached, an Ankylophant may suddenly "disappear," winking out of existence  Most mutants believe that the Ankylophant has some form of teleport mutation. In actuality, making eye contact with the Ankylophant's four eyes triggers its hypnotic gaze mutation. The victim must make a save versus stun attacks, or they will fall under its trace. Once hypnotized, the victim will freeze in place and their mental activity will stop, as if time was standing still for them. This effect lasts for 10 minutes, during which time the Ankylophant herd wanders off. At the end of the hypnosis state, the mutant snaps out of it, feeling that no time had passed. To them, the herd vanished.

If the hypnotic gaze is ineffective, the Ankylophant has two primary ways of attacking. It can trample an attacker with its great bulk, crushing them for 4d8 hit points of damage. It can also attack with its beak-like mouth. Because it is bordered by a set of sharp tusks, when it bites, it also gores its enemy for 3d6 total hit points of damage.

Mutations: natural armor, hypnotic gaze



Monday, October 8, 2012

[Mutated Monday] Savage Menagerie: Pwnee

Welcome to our second Mutated Monday in October! As the weeks pass, the mutants will become bigger and more powerful. Today, we present a tribe of unerring marksmen...er, make that "markshorses."

No. Enc.: 1d6 (4d6)
Alignment: Lawful
Movement: 150' (50')
Armor Class: 4
Hit Dice: 7
Attacks: 1 (As weapon)
Damage: As weapon
Save: L4
Morale: 10
Hoard Class: VI

Hidden amongst long-forgotten valleys and deep in impenetrable forests are small tribes of the most formidable long-distance warriors who ever lived. These horse-headed mutant humans are called the "Pwnee," which is pronounced both "POH-nee" and "PAH-nee" (in honor of their equine heritage as well as their tribal upbringing). The tribal name is also spelled in this manner as the Ancients used this term to honor those who were talented in the arts of gun-wielding.

Pwnees live in small groups away from larger cities and villages, preferring to keep to themselves and away from the petty issues of the world. Pwnees live in a simple tribal-like way, answering to one tribal leader (usually the oldest of their tribe), and residing in temporary lean-tos and tents. Pwnees are very nomadic, often moving several times within a year as the seasons change and/or the hunting thins out. Although Pwnees are not antagonistic toward strangers, they do not trust them either for reasons explained below.

Pwnees are renowned for their marksmanship with any kind of long-distance weaponry. It is said if a Pwnee can see you, he can kill you if he wishes. All Pwnees are armed with either an Ancient firearm or primitive bow and arrow, which they use with near-supernatural accuracy. Pwnees have increased dexterity, giving them both a high AC as well as a permanent +3 to-hit bonus with any ranged weapon. This makes them dangerous. What makes them deadly is when they trigger their ability boost mutation. When activated, a Pwnee's DEX skyrockets and their AC becomes 2 and their ranged to-hit bonus becomes +5 for 10 rounds. It's said a single Pwnee can decimate an entire army from a distance during this hyper-focused time. However, Pwnees avoid any close-ranged combat, as their pain sensitivity defect makes any injury unbearable.

In the early days of the post-Apocalygeddon, Pwnees associated with remaining pockets of civilization and were often hired as snipers and assassins by warlords and bandit leaders. Many lives were lost due to Pwnee triggermen. However, these same warlords and leaders came to fear and distrust Pwnees due to their talents, and -- fearing a takeover -- the Pwnees were usually killed themselves once their target was eliminated. Eventually, Pwnees withdrew from society due to the constant threat of double-crosses, and now the tribes trust very few outside their ranks. No one dares to attack a Pwnee camp, as the invaders would be killed before they got very close. Even visiting a Pwnee camp is risky as the visitors will be in someone's crosshairs the entire time.

It's said there may be a handful of Pwnee guns-for-hire still roaming the wastelands, but anyone who could confirm this rumor has been found dead of a single bullet to the head, so this rumor remains unconfirmed.

Mutations: increased dexterity, ability boost, pain sensitivity



Monday, October 1, 2012

[Mutated Monday] Savage Menagerie: Pincushion

Welcome to the first Mutated Monday of October! Today's mutant menace is harmless if avoided. But contact with one is either a death sentence or the beginning of a new mutation for the victim!

No. Enc.: 1d6 (1d12)
Alignment: Neutral
Movement: 30' (10')
Armor Class: 6
Hit Dice: 1
Attacks: Special
Damage: 1d4/Special
Save: L1
Morale: None
Hoard Class: None

Pincushions are small (2-3 inches wide), land-dwelling animals that look like spiky balls, similar to oceanic sea urchins. Pincushions have no discernible features other than their thorny outer shell. They propel themselves slowly, rolling along upon their spines, usually settling into a small culvert or ravine. The spines of a Pincushion are not just used for locomotion and protection from predators -- the spines are also a Pincushion's means of reproduction.

If any living creature is pricked by a Pincushion, they will first take 1d4 hit points of damage from the injury. The spine will then break off in the victim and begin to work its way deeper into the body. If fire is used to immediately cauterize the wound, the victim will take 1d6 hit points from the flame, but the spine will be damaged enough where it won't pose any further threat. If, however, the spine is allowed to work its way into the body, the victim should make a save versus poison or death. Failure means that the spine has worked its way to the victim's torso where it will proceed to grow into a small nest of Pincushions. The victim will die a painful, agonizing death within the hour as his organs are speared and punctured. Within a week, 1d20 baby Pincushions will erupt from the corpse's abdominal area. Conversely, if the save versus poison or death is made, the victim will suffer another 1d10 hit points as his body fights -- and eventually accepts -- the invader. Within 7 days, his body will suddenly break out with small thorny spines as he acquires the spiny growth mutation (MF rulebook, pg. 26).

Because of the deadly threat Pincushions hold, some wasteland bandits and marauders use them in traps (imagine a covered pit with them or perhaps a simple "bucket over the door" filled with them). Insidious villains have fired them from slingshots at foes they wish to kill in the most painful of ways. They have also been used in horrific inquisitions by sadistic warlords.

Mutations: toxic weapon, spiny growth

Tuesday, September 25, 2012

Monstrous and/or Mutated Mondays Throughout October!

To celebrate the Halloween season, Tim Brannan over at The Other Side Blog is gathering all RPG bloggers together to participate in the Monstrous Monday blogfest on October 29. When that day rolls around, expect the blogosphere to explode with creeping, crawling, cretinous creatures!


But I really like the Halloween season, and I want to do more than just one day's worth of monsters! Normally I spend the week of Halloween on my personal "Festival of Fright" series of blog posts. This year, taking my cue from Tim, I plan on treating every OTHER Monday in October as Mutated Monday!


So stay tuned as, every Monday in October, The Savage AfterWorld brings you a new Mutant Future denizen!