Showing posts with label Menagerie. Show all posts
Showing posts with label Menagerie. 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!




Thursday, August 11, 2022

[MCC RPG] Savage Menagerie: Cranium Crab (AKA Deathcrab)

Cranium crab: Init +0; Atk claws +2 melee (1d6); AC 14; HD 1d8; MV 30'; Act 1d20; SP mutation check +3 death field generation, disintegration; SV Fort +3, Ref +0, Will +0; AL N; Crit M/d4. 

Cranium crabs are large hermit crabs who, due to their size, use empty human skulls as their shells. A cranium crab is a dull, speckled grey and tan in color, although the bleached white skulls they carry with them stand out in stark contrast. Cranium crabs are found near large bodies of fresh water, though they can also be located near rivers, lakes, and even ponds. Cranium crabs are also found in regions where many deaths have occurred, such as battlegrounds, graveyards, ruins of large cities, etc. The creatures have determined that, at such places, there is an ample supply of skulls with which to make their homes. In combat, cranium crabs attack with their claws for 1d6 hit points of damage.

If a cranium crab is in need of a new skull yet cannot locate one laying about, it will make one. A cranium crab will lie in wait for a humanoid to pass by. If it sees a victim with an appropriately sized head, the cranium crab will trigger its death field generation mutation. If the target falls, the cranium crab will wander over to inspect its prey. If the target is still living, the crab will attempt to hurriedly finish off its victim while they lie unconscious. Once assured the victim is dead, the cranium crab will then activate its disintegration ability, causing the victim's flesh to flake away and turn to dust, leaving behind the victim's skeleton. (The effect is much like a fazer pistol attack, pg. 172, MCC RPG rules; however, the crab will NOT use its disintegration ability offensively!) The cranium crab will then shed its old skull and move into the new one immediately.

If a band of mutants come across several headless skeletons with empty skulls laying nearby, it's a safe bet they've entered an area craniumcrabs are frequenting. They'd better hope none of the cranium crabs are in need of a new home and lurking nearby...

(The Cranium Crab originally appeared on this blog as a Mutant Future creature!) 

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!


Tuesday, June 28, 2022

[MCC RPG] Savage Menagerie: Corpse Owl

Corpse Owl: Init +0; Atk claws +2 melee (1d6) or bite +2 melee (1d4); AC 12; HD 3d6; MV 20', fly 70’; Act 1d20; SP necro-animation virus; SV Fort +2, Ref +3, Will +3; AL N; Crit M/d4.

In the Terran wastes, there is no creature more feared and loathed as the Corpse Owl. The Corpse Owl is a virulent disease carrier—one that has been whispered to carry the same virus responsible for the fall of The Ancients.

The Corpse Owl is a large bird (about 1 or 2 feet tall) that, by most outward appearances, should be dead. It’s often covered with wounds and injuries that would be fatal to most creatures. Its body is twisted and torn. Patches of skin and feathers slough off. A sickly fetid odor can be detected long before the Corpse Owl is seen. Corpse Owls are usually found nesting in the highest tree or tallest ruins in the area. Corpse Owls are usually found singularly; groups of two or three are extremely rare. The Owl’s nest and surrounding area is coated in a yellow-green fluid that reeks of rotting flesh and foulness, and this liquid is extremely dangerous...

A Corpse Owl attacks with either its beak or claws for minimal damage. But the real danger of a Corpse Owl is from the disease it carries. The fluids leaking from a Corpse Owl host an aggressive necro-animation virus, which can kill and reanimate a victim within minutes. Even a small droplet of this ichor can infect a healthy victim. If a character is successfully attacked by a Corpse Owl, or if they make contact with this foul substance, they should make a DC 18 Fort save. A successful save will cause the victim to crash to the ground, writhing in agony as the virus courses through their system. Every muscle will lock up for 12 hours and a raging fever will cause delirium and delusions. They’ll also suffer 2d6 hit points of damage as a result. If the save is failed, however, the victim will succumb to the disease within moments, dying within 2d6 rounds. The victim will rise as a Screamer within 1d4 turns (MCC Rulebook, pg. 196). The safest way to deal with a Corpse Owl is with long-range weaponry. Hand-to-hand or close-up combat is suicide.

If a sudden outbreak of Screamers erupts in an area, it could be the work of a Corpse Owl that has nested nearby. It is theorized that an Ancient “bird flu” virus mutated during The Great Disaster, and that the Corpse Owl was the eventual evolutionary vector.

(The Corpse Owl originally appeared on this blog as a Mutant Future creature!) 

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!

Tuesday, June 7, 2022

[DCC RPG] Savage Menagerie: Cobweb Golem

Yesterday's Cobweb entry reminded me of this Labyrinth Lord golem I created. Here it is converted for DCC RPG...
 
Cobweb golem: Init -1; Atk fist +5 melee (1d5+2); AC 12; HD 5d8; MV 30'; Act 1d20; SP spider web (3/day), insect swarm (spiders), immune to mind- and shape-altering spells and poison, vulnerable to fire (double damage); SV Fort +8, Ref +3, Will +6; AL N; Crit M/d10.
 
Spider web (3/day): As an action, a Cobweb Golem can cast this spell as per the level 2 wizard spell (+3 spell check).
 
Insert swarm (spiders): When first struck in combat, a swarm of spiders scuttles out of the Cobweb Golem filling 10' x 10' area around it, biting anyone who are in that space. Any creature bitten takes 1 hp damage and must make a DC 5 Fort save or take an additional 1d4 sting damage.
 
Insect swarm: Init +5; Atk swarming bite +1 melee (1 plus sting); AC 11; HD 2d8; MV 40’; Act special; SP bite all targets within 10’ x 10’ space, half damage from non-area attacks, sting (DC 5 Fort save or additional 1d4 damage); SV Fort +0, Ref +10, Will -2; AL N; Crit M/d4.

The Cobweb Golem is a magically created automaton given the semblance of life through the breathe life spell. The Cobweb Golem appears to be spun from spiderwebs, cocoon casings, and other web-like threads. Twigs, brambles, and other flotsam cling to its sticky surface, and small spiders can be seen scurrying about on the creature. Cobweb Golems are usually encountered in long-abandoned wizard's laboratories or lairs where giant spiders lurk.

The Cobweb Golem can launch of glob of webbing three times a day (treat as the level 2 wizard spell spider web) that it uses to subdue any attacker. When first struck in combat, hundreds of spiders that infest the Cobweb Golem will spray out, covering the attacker and a 10 x 10 area around the Golem. The biting arachnids will do 1 hp requiring a DC 5 Fort save or suffer an addition 1d4 stinging (poison) damage).

Like other kinds of golems, the Cobweb Golem has no true intelligence, and are thus unaffected by mind- or shape-altering spells as well as poisons. However, they are very susceptible to fire and flame-based attacks, taking double damage from any such attack.

(The Cobweb Golem originally appeared on this blog as a Labyrinth Lord creature!)

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!

Thursday, May 19, 2022

[MCC RPG] Savage Menagerie: Crocotinae

Crocotinae: Init +3; Atk bite +2 melee (1d6); AC 12; HD 2d4; MV 20', fly 40’; Act 1d20; SP mental link amongst flock; SV Fort +0, Ref +2, Will +0; AL N; Crit M/d4.

The crocotinae (krow-KOT-in-ay) is a small duck-like creature with the head of an alligator or crocodile. Crocotinae (also called "snapping waddlers") make their nests in swampy or marshy areas, though they have been occasionally encountered in fresh water ponds and lakes. Brutally vicious and territorial, the crocotinay will attack anything it views as a threat to its nest or territory. It is also carnivorous, so a hungry crocotinae is a dangerous one. Crocotinae have developed a mental link amongst the flock. Whatever one snapping waddler sees, the entire flock sees and will react accordingly. One particular danger: As winter approaches, crocotinae will abandon their current nests and begin a southly migration. These V-shaped migratory flocks contain 2d10 crocotinae. During migration, the birds eat whatever they can find on route. Herd animals and wandering travelers spied by an overhead flock of crocotinae are often later discovered stripped to the bone. If a party spies a flock overhead, they had best find cover and hide while the crocotinae pass over. There is a 40% chance the party will be seen by the flock if they're out in the open or caught by surprise. And if they've been seen by one crocotinae, they've been seen by all of them, and the flock will swoop down to feed.  

(The Crocotinae originally appeared on this blog as a Mutant Future creature!) 

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!


Friday, December 6, 2019

(MCC RPG) Savage Menagerie: Glueworm

One of my favorite Mutant Future creatures now converted for Mutant Crawl Classics!



Glueworm: Init +0; Atk none; AC 5; HD 1 hp; MV 5’; Act 1d16; SP adhesive secretion; SV Fort -5, Ref -5, Will -5.

A slug-like creature measuring only 1-2 inches in length with a sickly yellow tint, the glueworm is hardly a threat to the usual cautious Terran, having no real attack/damage ability and a minimal hit point total. However, where the glueworm is a danger is that it secretes one of the most aggressive adhesives found naturally. If a PC steps onto a glueworm “snail trail” and/or crushes or otherwise injures a glueworm, they will find their weapon (or worse, themselves) permanently bonded to the underlying surface unless they make a DC 20 Ref check. (Even if the save is made, the PC will have the adhesive on their foot/hand/weapon, but it will not be bonded to anything...until it makes contact with something else!)

This adhesive will bond anything to anything permanently, with one exception: the adhesive does not adhere to glass or crystal. Even picking up a glueworm will leave enough residue on the mutant’s hand to be a hazard. Small bottles of glueworm secretion (called "snailhesive" by traders) will fetch a good price for its many uses.

The adhesive can be dissolved with the use of a strong acid, although anything thus bonded will take  damage. The glueworm secretion can also be burned off with fire, although the glue itself is not flammable.

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!

Wednesday, November 27, 2019

[MCC RPG] Mutant Menagerie: Gobbler

Happy Thanksgiving everyone!

Gobbler: Init +2; Atk bite +3 melee (1d6) or talon +2 melee (1d4); AC 12; HD 1d8; MV 20’; Act 1d20; SP blinding light; SV Fort +2, Ref +0, Will +2.

A Gobbler is a large carnivorous bird (2-3 feet tall) that roams the red-grassed plains of Terra AD. Although often found alone, the Gobbler can sometimes be encountered in a flock of 2-5 (1d4+1).

The Gobbler appears to be a large breasted avian with a large fan-like feathered tail. Its wings are too small to hold itself aloft in extended bouts of flight, but the Gobbler can use them to reach higher locations such as roof tops or tree boughs before it tires itself out. (In game terms, the Gobbler can use its wings to reach a height/distance of 50 feet aloft before needing to land again.

Upon first glance, a Gobbler appears to have a bulbous head dangling from a skinny curved neck. In actuality, this "head" is a vestigial organ that can release a dazzlingly bright flash of light when the Gobbler chooses. A victim who fails a DC 12 Fort check will be utterly blinded for 2d4 rounds while their eyes clear. During this period, all action rolls will be at -1d.

The Gobbler's true "head" is actually part of their large chest area, which will open to reveal a toothy voracious maw lined with razor-sharp teeth. The Gobbler's appearance typically lures in prey, which will believe it's just a large flightless lumbering bird. Once its victim gets close, the Gobbler will blind its target with light before descending on its prey to feed.

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!

Sunday, November 10, 2019

[DCC RPG] Savage Menagerie: Blood Imp (AKA "Hemogoblin")

This blood-thirsty goblin was originally created for Labyrinth Lord, but I felt he could be a great addition to DCC RPG, so here's my conversion...

BLOOD IMP: Init +0; Atk bite -1 melee (1d3) or as weapon -1 melee; AC 10 + armor; HD 1d6; MV 20’; Act 1d20; SP infravision
30’; SV Fort -1, Ref +2, Will -1; AL L.

The Blood Imp is an offshoot of Goblin (DCC rulebook, page 417) though it stands slightly taller than its Goblin cousins (slightly less than 4 feet tall) and has a crimson tone to its flesh. Blood Imps live underground in a loose tribal fashion, though some above-ground camps have been encountered. Blood Imps do not suffer any penalties in sunlight, though their infravision is not as effective, ranging around 30' in the darkness.

The Blood Imp always appears to be caked in dried blood and grue. This is because the creature can actually heal itself using the blood of a victim. If injured, the Blood Imp can rub the spilled blood of an enemy upon its skin which will heal the Imp for 1d4 hp of damage. It takes one action for the Imp to apply this "blood salve" to its wounds, and healing is instantaneous. The blood used can be from any fallen foe. In fact, Blood Imps have been known to slaughter weaker members of their tribe solely to use their blood to heal the stronger members during active combat.

NOTE: I misspelled "hemoglobin" earlier today, and that misspelling inspired this vicious creature!

Saturday, October 26, 2019

[MCC RPG] Mutant Menagerie: Clotted One

Clotted One: Init -4; Atk unarmed +2 melee (1d4) or +4 melee by weapon type; AC 18; HD 2d10; MV 15’; Act 1d20; SV Fort +5, Ref -3, Will +2.

A Clotted One (insultingly referred to as a "Scab") is a mutated human who appears to be covered from head to toe in a leathery, glistening hide. This "hide" is actually made of the Clotted One's own coagulated blood. Due to this "hypercoagulation" mutation, the creature's thick, syrupy blood hardens into a tough, copper-red crust upon contact with the air. This scab-like skin surface (which never sloughs off) gives the Clotted One its natural armor protection.

Because the Clotted One's blood clots so quickly upon being wounded, the creature's healing metabolism is constantly working, allowing an injured "Scab" to heal 1d8 hit points overnight. (A Clotted One cannot regrow limbs in this manner though.) However, due to the thickness of the creature's blood, its metabolic processes are drastically slowed as its heart works to pump the viscous fluid through its veins. Clotted Ones move very slowly, reflected in an initiative penalty and movement rate. The nerves near and on the surface of their skin have  been deadened over the years, so they are also insensitive to pain and often unaware of when they've been hurt or wounded. (Although any injuries are immediately scabbed over as their healing metabolism takes over.)

A "Scab's" blood can also heal 1d8 hit points of damage if gathered quickly from a fallen Clotted One, rubbed on a PC's wound, and allowed to crust over. However, because the mutant's blood dries so quickly upon contact with air, there's no known way to "harvest" and store the creature's blood for future use.

Not much is known about Clotted One society as they avoid contact with outsiders (who view them as monsters anyway). Those who do venture into a Clotted One village will see that many of their traditions involve bloodletting and a "Church of Hematology." For example, upon birth, a Clotted One's parents will begin slowly scraping at the newborn's skin with thorny branches and sandstone in a ritualistic ceremony. Although this appears cruel and sadistic, it is the fastest way to bestow the protective armoring to the child.

Wednesday, March 20, 2019

Mutant Menagerie: Hummingoat (MCC RPG)

Hummingoat: Init +5; Atk headbutt +5 melee (1d3); AC 17; HD 1d4; MV 60’ flying; Act 1d20; SV Fort -1, Ref +5, Will +0; AL N.

If a mutant suddenly feels as if they're being pelted with large rocks, there's a good chance they're being accosted by a Hummingoat swarm. A Hummingoat is a small (2" long), quick bird that appears to have the head of a ram. The Hummingoat's head is topped with two curved stone-like horns, which the Hummingoat uses to attack.

When a Hummingoat feels threatened or intruded upon, it will buzz around the head of the interloper, building up speed until it has reached its maximum movement rate. (To the mutant, it will seem as if a large insect is buzzing about his head.) When its top speed is reached, the Hummingoat will ram itself into the mutant, inflicting 1d3 points of damage upon impact. It takes one round for a Hummingoat to recover after ramming its enemy.

Although this attack may seem easily shrugged off, a Hummingoat is seldom encountered alone. There are usually 2d8 Hummingoats encountered in a swarm. If a party encounters the body of a mutant who appears to have been bludgeoned to death, it's best to be cautious of a potential Hummingoat swarm in the area.

(The Hummingoat originally appeared on this blog as a Mutant Future creature. Stay tuned for more MCC conversions!)

Saturday, April 18, 2015

[Labyrinth Lord] Savage Menagerie: Seacrush

No. Enc.: 0 (1d2)
Alignment: Neutral
Movement: Swim: 90' (30'); Leap: 60' (20')
Armor Class: 4
Hit Dice: 7
Attacks: 2 (trample, bite)
Damage: 2d8/2d8
Save: F3
Morale: 8
Hoard Class: None

The Seacrush is a monstrously large angelfish (15') that has developed the ability to launch itself out of the water to land on and crush its prey. It does this through the use of a pair of muscular overdeveloped pelvic fins which act in a manner reminiscent of a pair of frog's legs.

The Seacrush is normally found in very large bodies of salt water (oceans and seas) and will never be encountered in fresh water. The carnivorous fish normally lurks in deeper waters where it eats other aquatic sealife smaller than itself. However, when oceanic prey thins out or becomes scarce, the Seacrush will position itself nearer the shoreline in hopes of snagging a land-dwelling meal. If it senses prey on the beach, the Seacrush pushes off of the seafloor with its strong pelvic fins, exploding out of the water, and hurtling through the air toward its prey. If it lands on its target, the Seacrush will do 2d8 hit points of crushing damage. It will then attempt to bite its prey for 2d8 hit points of damage. If more than 10 points are done, the Seacrush will have seized its meal in its powerful jaws. On its next attack, it will launch itself back into the air and into the sea with its prize, where the victim will surely drown unless he can free himself in time.

Due to its rubbery hide, the Seacrush takes no damage from non-edged weapons. Only weapons that are edged or pointed can pierce the thick scales of the creature.

NOTE: Today's monster was created using straight rolls on The Random Esoteric Creature Generator.