Friday, October 23, 2015

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

Tamooka

No. Enc.:  1d4 (1d6)
Alignment:  Chaotic
Movement:  0' (0')
         —Fly:  240' (80')
Armor Class:  4
Hit Dice:  12
Attacks:  1 (gore)
Damage:  2d8
Save:  L6
Morale:  10
Hoard Class:  None
XP:  6,000

The nocturnal tamookas are airborne bovines that haunt the skies over prairies and badlands, and they only touch ground when sleeping.  Their fur glows a phantasmal bluish-gray, and their eyes burn with ruby malice.

The beasts can fly as fast—or faster!—as ground vehicles, but they won't pursue into tunnels or confined spaces.  Tamookas make frequent Dive attacks, and when carrying away victims, turn themselves and their quarry invisible to escape unimpeded.

Tamookas sinisterly "poach" livestock away from villages, using their Empathy mutations (which only work on creatures of animal-intelligence) to lure the beasts away.

Mutations:  Control Light Waves, Empathy (Modified)Enhanced Vision (Night)Fear Generation, Psionic Flight














Moodicine Man

No. Enc.:  1d4 (1d6)
Alignment:  Chaotic
Movement:  120' (40')
Armor Class:  6
Hit Dice:  8
Attacks:  1 (bite, or weapon)
Damage:  1d8, or by weapon
Save:  L8
Morale:  8
Hoard Class:  XIII, XIV
XP:  1,060

"Mooka-wonka!!!  Mooka-wonka!!!  Mooka-wonka-wonka!!!"

Moodicine men are tribal bovinoids with shaggy manes, ivory horns, saucer-sized eyes, and savage fangs  They frequently ally with a region's tamookas (even going so far as to ride them into battle), and feed upon the enthralled livestock procured by the flying bulls.  They also devour vanquished enemies!

Moodicine men reside in elaborate cave dwellings, and share their living spaces with eagles, owls, and other avians (mutated or otherwise).

Mutations:  Albinism (D), Enhanced Vision (Night)







[Inspired by The Scooby-Doo Show episode #11, "A Bum Steer For Scooby" (1976)]

Thursday, October 22, 2015

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

Karkinoid  ("Man-Crab")

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  240' (80')
 —Burrow:  240' (80')
Armor Class:  0
Hit Dice:  14
Attacks:  2 (1 small claw, 1 big claw), or 1 crush
Damage:  1d6 / 2d8, or 6d6
Save:  L9
Morale:  11
Hoard Class:  XV
XP:  8,700

Karkinoids are immense, 12' tall crustaceans that reach heights of 20' when telescoping upon their middle limbs.  The ornery beings possess freakish speed, agility, and maneuverability, and make standing vertical jumps over 100' and bounding horizontal leaps of a quarter-mile.  Karkinoids also skitter at full movement up vertical surfaces and upside-down along ceilings.

If a karkinoid successfully strikes with a To Hit roll of 15+ with its larger claw, its prey is grasped in an unbreakable crush that does an automatic 2d8 damage per round; furthermore, the victim suffers an additional automatic 1d8 biting damage per round as its devoured alive!  Karkinoids are just as likely to attack from below the sands (Surprising on a 1-4 on 1d6) and drag screaming victims to their subterranean lairs...

...and they are pouncing from above, crushing unsuspecting targets for 6d6 damage!

Karkinoids trigger hives, swelling, and respiratory distress in all those with shellfish allergies if within a 15' radius of the beasts.

Mutations:  Enhanced Vision (Night, Ultraviolet), Fear Generation, Unique Sense ("Tremor-Sense")

















Inspired by Scooby-Doo! Mystery Incorporated episode #4, "Revenge Of The Man-Crab" (2010).

And for the Savage Worlds version, click here!

Wednesday, October 21, 2015

"What's Nuked, Scooby-Doomsday?" — Ice Cream Ghost

Ice Cream Ghost

No. Enc.:  3 (3)
Alignment:  Chaotic
Movement:  150' (50')
            Fly:  150' (50')
Armor Class:  4
Hit Dice:  9
Attacks:  1 (touch)
Damage:  3d6
Save:  L9
Morale:  8
Hoard Class:  XXII
XP:  7,300

Ice cream ghosts are sentient colonies of frigid, monochromatic protoplasm that "skate" across ground and sky.  Though twee of name and garish of coloration, they are devious schemers that relish sowing panic and discord.  The beings' susurrant voices drip with malice.

Ice cream ghosts slash with blistering claws that, upon a failed Saving Throw Vs Stun, entomb victims in paralyzing frost for 1d4 turns.  The creatures can also leave treacherous slicks [up to 6x6  battlefield hexes / squares] in their wake, and pedestrians and vehicles alike must make an Ability Check Vs DEX at a +2 penalty to avoid slipping and crashing (and suffering consequent damage, as determined by the Mutant Lord).

Combining their floating with abilities to squeeze through openings and compress into tight spaces, ice cream ghosts are masters of stealth (Surprising on a 1-4 on 1d6) and surveillance.  And their amorphousness makes them wholly immune to physical damage (from fisticuffs, conventional melee weapons / firearms, crushing attacks, etc).

Ice cream ghosts always operate in trios.

Mutations:  Fear Generation, Reflective Epidermis (Cold)















Inspired by The Scooby-Doo Show episode #15, "The Ghost Of The Bad Humor Man" (1976).

And for the Mutant Future version, click here!

Tuesday, October 20, 2015

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

Hydefright

No. Enc.:  1 (1d4)
Alignment:  Chaotic
Movement:  120' (40')
Armor Class:  7
Hit Dice:  8
Attacks:  2 or 1 (2 fists, or 1 weapon)
Damage:  1d6 / 1d6, or by weapon
Save:  L10
Morale:  8
Hoard Class:  XXII
XP:  3,560

Hydefrights are green-skinned hermaphrodites with greasy hair, lantern jaws, booming laughs, and bulbous eyes.  They hoard wealth, but dress like derelicts. Hydefrights possess clinging pads on their hands and feet that let them scale even the smoothest vertical surfaces with ease.

Hydefrights relish terrorizing innocents, and giddily stalk and taunt their quarry.  The twisted beings particularly love hiding in vehicles; they Surprise on a 1-5 on 1d6 when inside a transport, and always lunge out at the most inopportune times...forcing the driver to make a Saving Throw Vs Stun to avoid a wreck!

Hydefrights are masters of the mad scientific disciplines, and are capable of amazing feats of chemistry, alchemy, and transmutation.  Their lab-lairs are always well-stocked.

Mutations:  Aberrant Form (XenomorphismSuction Phalanges), Enhanced Vision (Night), Fear Generation










[Inspired by Scooby-Doo, Where Are You! episode #18, "Nowhere To Hyde" (1970)]

Monday, October 19, 2015

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

Midasoid

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  150' (50')
Armor Class:  -1
Hit Dice:  10
Attacks:  2 (2 fists), or 1 (see below)
Damage:  1d8 +3d6 / 1d8 +3d6, or 0 (see below)
Save:  L10
Morale:  9
Hoard Class:  XXII
XP:  3,100

Midasoids are nigh-featureless "living metal" beings, but not in the manner typically ascribed to robots; instead, they are comprised of a dazzling golden alloy.  Midasoids can phase through metal so as to bypass doors, walls, barriers, etc, but bizarrely, it doesn't pass through them, meaning they can be struck by weapons and firearms.

Midasoids are preternaturally strong.  They can punch through brickwork and solid stone, and cause disastrous building collapses with their jackhammer punches.

Midasoids can also transmute matter into solid gold.  Upon a successful touch attack (a hit that inflicts no damage), living victims must make a Saving Throw Vs Stun.  Failure indicates conversion into a shiny, dormant statue for 1d6 weeks.  Objects, machines, and vehicles thus transformed operate as usual without any ill effects (though they may be tougher and / or have other benefits, as determined by the Mutant Lord) for the same duration.

Heat-based attacks inflict an additional +2 damage per die against the creatures.

Mutations:  Frailty (Heat Damage) [D]Increased Physical Attribute (Strength), Unique Mutations ("Metal Phasing", "Midas Touch")













Inspired by What's New, Scooby-Doo? episode #40, "Gold Paw" (2005).

And for the Savage Worlds version, click here!