Showing posts with label Sentient. Show all posts
Showing posts with label Sentient. Show all posts

Wednesday, September 10, 2025

"U-G" Is For "Urban Gargoyle"

XCrawl Classics is the new hotness 'round these parts, so here's the newest beastie from my table!

Like their backwoods cathedral-dwelling cousins, urban gargoyles are winged, craggy, man-sized, wicked creatures that don’t require food, water, or oxygen. And they, too, cannot be distinguished from inanimate statuary when resting completely still.

Yet instead of rock, urban gargoyles are made of spongy, metamorphic “foam” that mimics the colors and textures of nearby materials (brick, concrete, marble, etc), meaning they can be quite stealthy [as represented by their Initiative modifier] even if not truly “invisible”. Furthermore, when attacked by weapons (standard and magical alike), hits striking an AC 17-20 do ½ damage, while those reaching 21+ do full damage. Urban gargoyles are wholly immune to firearms, as bullets zip through their bodies and the wounds seal instantly.

Nefarious mages, politicians, and captains of industry often employ urban gargoyles as spies, leg-breakers, and assassins.

Gargoyle, Urban: Init +5; Atk bite +2 melee (1d6) or claw +4 melee (1d4); Crit M/d8; AC 17* / 21*; HD 2d8; MV 25’ or fly 35’; Act 1d20; SP chameleonic, damage resistances, stillness; SV Fort +5, Ref +0, Will +0; AL C.

— by Justin S. Davis

Sunday, June 9, 2024

"S" is for "Sneakstank"

Here's another collaborative beastie arising from our Umerica group.  Each player rolled on the ol' mutations chart from Maximum Mutagenesis (which is a danged snazzy tome), hence the resulting ridiculousness.



Sneakstank

Sneakstanks are roughly man-sized crabs (around 4'-5' tall, and about 6' wide) with bulbous eyes and scaly, reptilian limbs.  Their mouth-mandibles end in small manipulative claws.

Sneakstanks are cunning, and while certainly no geniuses, are intelligent enough to utilize any tech that fits in their "hands".  Like piratical gondoliers, they pole across the waters via "trashbergs" to plunder unassuming coastal communities.

Sneakstank:  INIT +3; ATK big pincer +5 melee (2d6), small pincer +5 melee (1d6); AC 10 (d5 Armor); HD 3; MV 20' or 60' swim; ACT 1d20 (big) and 1d16 (small); SP Abnormal Limbs, Aquatic Adaptation (Water Ambush), Gigantic Proportions (Huge Eyes), Queasy Emissions (Offensive Odor); SV Fort +4, Ref +0, Wil +2; AL N or C.

Abnormal Limbs:  lizard-like

Aquatic Adaptation (Water / Sand Ambush):  lies in wait under the surface of either water or sand, gaining a surprise attack against oblivious foes [must roll an Intelligence check at DC 15 to detect]. Successful surprise attacks are automatic critical hits.

Gigantic Proportions (Huge Eyes):  gains +10 to all visual perception checks; can see perfectly well in the dark; gains +2d to stare down an opponent.

Queasy Emissions (Offensive Odor):  exudes a foul miasma that induces retching to all within 100’.  Getting closer requires a WILL save at DC 14; failure indicates convulsive gaging, inflicting a -2d penalty to all actions while within 100’ of the creature.  A new save must be made each round for those who choose to remain near the crab. Failing three saves in a row will cause the person to effectively be "turned" (as Turn Unholy of the core DCC book, pg 96-97).

Thursday, May 9, 2024

"P" Is For "Pizzly" (Or "B" Is For "Bobble Bear")



This unholy creation was a collaborative effort amongst my long-term Umerica group.


We're starting a new campaign in the ruins of Aleutian Alaska, and the worldbuilding naturally involves new beasties.  Player M picked "grizzly / polar bear" hybrid, and The GM had us each roll an ability on the amazing mutation charts.


Sooooo Much Better Than Standard
Mutant Crawl Classics Rules

Meet the resultant monstrosity! 



Pizzly (aka Bobble Bear) 

Pizzlies are enormous ursines with freakishly enlarged heads with corresponding brains. They can--and do--consume anything, but posses a particular fondness for petroleum products. These chemicals leach into the fur, resulting in a protective plasticine coating; a dead pizzly's hide can be fashioned into tools and armor.

Two tentacles sprout from a pizzly's backside, and are deft enough to manipulate weapons and objects.

Pizzly (aka Bobble Bear): INIT +5; ATK bite +8 melee bite (1d14+2), claw +8 melee (1d6), tentacle slap +8 melee (1d3); AC 13 [d5 Armor]; HD 5+3; MV 40'; ACT 2d20 & 2d16 (tentacles); SP Carapace Protection (Plastic Shell), Gigantic Proportions (Head), Heightened Attributes (Agility), True Omnivore, Xenomorphic Traits (Tentacles); SV Fort +7, Ref +3, Wil +3; AL N or C.

Carapace Protection (Candy-Colored Coating): covered in resistant plastic-like fur and nodules increasing Armor +2d; can be fashioned into wearable armor and other implements.

Gigantic Proportions (Big Head): +1d5 to all Intelligence checks (as raccoon / dolphin / ape) and bite damage by +2d.

Heightened Attributes (Increased Agility): +2d to all Agility checks and Reflex saves.

True Omnivore: gains sustenance from eating meat, plants, and any / all petroleum products. 

Xenomorphic Traits (Tentacles): multiple tentacles grow from the creature's body; can use as well as normal limbs (and actually better, as can manipulate objects!) and grants 2d16 action dice for the tentacle’s actions.







Wednesday, August 23, 2023

"T" Is For "Trenchmouth"

 



Trenchmouths are sentient garbage disposals.  Their bulbous, rubbery, tripodic, sofa-sized bodies are essentially all snaggle-fanged mouth.

Trenchmouths sport three elongating (up to 15' each) tentacles, and the two thickest end in prehensile graspers with retractable grip-spines.   The slender third has two night-vision eyes and a "brainwave radar" nodule that detects (but can't read) thoughts of intelligent beings and psionics / mental mutations in a quarter-mile radius.  Trenchmouths are thereby impossible to Surprise.

When attacking at range, trenchmouths lash with both arms to smash, ensnare, or both.  Grasped targets suffer 1d6 damage upon initial contact and each round thereafter, and must make a DC 15 STR check to escape.  If a trenchmouth successfully snags the same target with both tentacles (during the same round, or eventually), its quarry is immediately retracted for a free bite attack.  Trenchmouths are otherwise only able to chomp adjacent targets.  Anyone bitten by a trenchmouth must make a DC 15 Fort Save or come down with ghastly gastro-intestinal strife (aka "trench-trots") that induces temporary 1d4 damage to STR, AGL, and STA, halved movement, and -4 to all rolls over 1d3 days.

Trenchmouths lair submerged in cesspits, sewers, landfills, junkyards, dumpsters, grease traps, and porta-johns.  Accordingly, they are immune to all toxins and diseases, and Surprise foes on 1-5 on 1d6.  And between their spongy mass and clinging "slimy trash coating", trenchmouths only suffer half damage from clubbing- and crushing-based attacks.

Trenchmouths speak Common, Trucker, Pervert, and the secret gurglings of ooze-dom.  Ambitious trenchmouths may take up adventuring, as they are surprisingly deft for their bulk and can manipulate most weapons, tools, and artifacts.

Trenchmouth (statted for Dungeon / Mutant Crawl Classics)

Init +3; Atk tentacle bludgeon +5 melee (1d10+2) or tentacle grasp +4 melee (entangle plus 1d6 per round) or bite melee +3 (2d8 + disease); AC 16; HD 8d8+17; MV trundle 20' or float 10'; Act 2d20; SP camouflage, constriction, disease, infravision 120', mind-sense; SV Fort +13, Ref +4, Wil +10; AL C




Friday, April 26, 2019

"G" is for "Godzilunan"

Godzilunan

No. Enc.:  1d3
Alignment:  Chaotic
Movement:  90' (30')
      —Swim:  180' (60')
Armor Class:  2
Hit Dice:  22
Attacks:  4 (2 claws, 1 bite, 1 tail-slap)
Damage:  2d8 / 2d8 / 1d12 / 3d10
Save:  L18
Morale:  10
Hoard Class:  None
XP:  21,250

Freakish, semi-aquatic hybrids of surly radioactive reptiles and insectoid slave-laborers from deepest space, godzilunans roam the wastelands with but one purpose:  destruction.

And rampant destruction, at that.

Godzilunans stand 30' tall, and their bodies are covered with thick scales and chitinous segments that make them nigh-impervious to *all* armaments  (meaning they suffer only one-third damage, no matter the weapon type).  Their bulbous, distended crania throb with menace.

A godzilunan can exhale a blast of pure radiation every three rounds that does 12d6 damage.

After a particularly satisfying rampage, godzilunans bury themselves underground or inside icebergs, going dormant for months or years at a time.  They inevitably awaken at the most inopportune times for local settlements.

Mutations:  Energy Ray (Radiation, x3), Mental Barrier, Reflective Epidermis (Cold, Heat, Radiation)







"What happens when you combine a Godzilla with a Mutant?" — The Question Posed By My Four-Year-Old That Prompted This Ridiculous Entry

Saturday, March 24, 2018

"P" is for "Prongalope"

Prongalope

No. Enc.:  1d6+2 (2d10)
Alignment:  Neutral
Movement:  210' (70')
Armor Class:  5
Hit Dice:  5
Attacks:  2 or 1 (x2 weapon, or 1 gore)
Damage:  by weapon x2, or 1d6
Save:  L5
Morale:  9
Hoard Class:  VII
XP:  1,100

Prongalopes are man-sized, nomadic giraffoids with horns that coruscate with green electricity.  They travel the wastelands in tigh-knit clans, living off the lands and bartering for what they can't scavenge...and if negotiations fail, prongalopes are not above taking what they need..

Fast and frenetic, prongalopes strike twice per round with the same weapon, melee and ranged alike.  Their natural agility gives them a base AC 5, which can be improved by shields and tech.

Prongalopes settle tribal rivalries with elaborate dance contests, and their mutations are ideally suited to this purpose..  Once a year, the beings gather by the thousands to resolve debts, disputes, divorces, and all manners of conflicts via the art of "serving".  Prongalopes will gladly "step to" PCs and "take them to the prairies" in place of combat.

Mutations:  Combat Empathy, Energy Ray (Electricity), Fragrance Development, Increased Balance, Precognition 


Saturday, October 31, 2015

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

Ghastlynaut  ("Space Kook")


No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  75' (25')
Armor Class:  2
Hit Dice:  13
Attacks:  2 (2 fists)
Damage:  2d6 / 2d6
Save:  L13
Morale:  11
Hoard Class:  XV
XP:  7,800

Ghastlynauts are 8'-tall, armored, skull-faced horrors from beyond the stars.  Their bone-chilling cackles are the soundtracks of nightmares, and their helms flash hellish red in syncopation with their wails.

The beings feed on fear, and channel it back through debilitating psychic assaults [Mind Thrust].  Though plodding and ponderous, ghastlynauts stalk inexorably and unerringly towards their quarry, and emit both a pulsing glow and low-frequency hum while doing so (meaning they never Surprise when on the prowl).  That said, hiding does no good, for they always find you...and you'll always know they're coming!!!

Ghastlynauts can take control of electricity-based machinery, vehicles, and artifacts and operate them from afar, no matter the condition of the contraption.  Control extends to only one device at a time, and said gadget must remain within a half-mile radius to function.  Ghastlynauts also surround themselves in combat with 3d6 illusory duplicates that mask their true location on the battlefield.  All opponents with visual senses (including robots) are susceptible to the effect.

Ghastlynauts travel in dilapidated "haunted saucers" that are essentially rocket-powered spookhouses.

Mutations:  Enhanced Vision (Night)Fear Generation, Know Direction, Mind ThrustUnique Mutations ("Holographic Replication""Overriding"), Unique Sense ("Stalker-Sense")
















Inspired by Scooby-Doo, Where Are You! episode #15, "Spooky Space Kook" (1969).

And for the Savage Worlds version, click here!

Friday, October 30, 2015

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

Cutler

No. Enc.:  1 (1d4)
Alignment:  Chaotic
Movement:  90' (30')
     —Swim:  90' (30')
Armor Class:  5
Hit Dice:  10
Attacks:  2 (2 fists)
Damage:  1d8 / 1d8
Save:  L8
Morale:  10
Hoard Class:  X +1d4 waterlogged-n-rusted gizmos
XP:  4,500

Congregating near "graveyards" of sunken ships and beached hulks, cutlers are the centuries-dead corpses of Ancient aquanauts reanimated by colonies of intelligent algae.  Their quasi-living husks pulse with unholy radioactivity; accordingly, they only Surprise on a roll of 1 on 1d6.

Cutlers feed on the fluids of their victims, which they leech through weedy, vampiric tendrils. Vine-entangled targets suffer the standard automatic 2d6 constriction damage per round, plus an additional 2d6 draining damage.  A cutler with prey in its coils may still pummel other targets without penalty.  Victims can only be freed by killing the cutler itself.

Cutlers can be communicated with via telepathy, but their dark thoughts are peppered with salty expletives from both human vernacular and the secret language of plants.

Mutations:  Fear GenerationFull Senses (Sonar)Prehensile Tendrils (Constricting) (Modified)Radioactive Emissions, Reflective Cellular Structure (Fire / Heat, Radiation)













[Inspired by Scooby-Doo, Where Are You! episode #2, "A Clue For Scooby-Doo" (1969)]

Thursday, October 29, 2015

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

Wendighost

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  120' (40')
        —Fly:  210' (70')
Armor Class:  3
Hit Dice:  12
Attacks:  2 or 1 (2 claws, or 1 weapon)
Damage:  1d10 / 1d10, or by weapon
Save:  L12
Morale:  9
Hoard Class:  XXII
XP:  7,600

Wendighosts are burly, 8' tall, satan-browed bipeds that terrorize mountainous forests and polar climes.  Shaggy white fur makes them almost invisible in the snows, so they Surprise on 1-4 on 1d6 in such environs.

If a wendighost successfully strikes with both claws in the same round, it crushes with a powerful hug for another 2d8 damage.

Highly intelligent, wendighosts are proficient with Ancient tools and artifacts.  And they are straight-up the most malicious and bloodthirsty beasts in the Scooby-Doomsiverse, as they've been known to hurl crushing barrels, lob explosives, pitch enemies off cliffs, and even tie kidnapped victims to lumber-mangling buzzsaws!

Seriously.  They're brutal.

Mutations:  Enhanced Vision (Night), Fear Generation, Increased BalanceIncreased WillpowerPsionic FlightReflective Epidermis (Cold)














[Inspired by Scooby-Doo, Where Are You! episode #17, "That's Snow Ghost" (1970)]