Posts Tagged ‘ monsters ’

N Is for Nascent

nascent: (adj.) just coming into existence and beginning to display signs of future potential

Spacers first encountered nyotagomas during the early decades of interstellar travel as humanity slowly recovered from the Scream’s devastation. The total absence of nyotagomas from surviving pre-Scream records led many to conclude that this species is either a mutation of a previously benign creature, or else nyotagomas entered human-inhabited space as a result of the Scream. Whatever the truth, nyotagomas proved too dangerous to be left alone, and a genocidal program was launched against them. The program seemed successful after several hard-fought years. Attacks on spacers and orbital installations by nyotagomas dwindled to nearly none at all.

Stellae Zaibatsu, an industrial conglomerate focused on planetary mining and metallurgy, took a keen interest in nyotagoma physiology and reproduction. The organism’s ability to survive in the hard vacuum intrigued corporate researchers, who sought better ways for miners to live and work in environments often deadly to humans. As a result, Stellae Zaibatsu xenogengineers made a remarkable discovery.

Nyotagoma reproduce asexually via budding. The adult organism submerges itself in a marine environment and produces several immature organisms, which bud from the parent’s body near the base of its tentacles. After a brief period of growth, these buds separate from the parent, becoming independent marine creatures. If these buds are harvested and subjected to the proper combination of chemicals and genetic manipulation, they cease maturing and enter a symbiotic stage which enables the organism to be grafted onto a human host.

The nyotagoma symbiote, or Nyosym (available in many tech level 4 markets for 10,000 credits), integrates itself with its host’s body and helps regulate the host’s metabolism. A Nyosym host’s gains a +2 bonus to saving throws against toxins and biological hazards. He also gains +1 hit point per Hit Die. These hit points are lost before the host’s own hit points, at a rate of 1 hit point per die of damage inflicted. For example, a host suffering 7 points of damage from 2d6 points of damage would suffer 5 hit points of damage while the Nyosym’s bonus hit points are depleted by 2 points.

Any time a host fails a saving throw versus a toxin or biological host or suffers sufficient damage to deplete the Nyosym’s bonus hit points, the Nyosym has a 25% chance of dying. Should this happen, emergency surgery is necessary to remove the dead organism before infection sets in. Otherwise, a Nyosym with no bonus hit points remaining becomes dormant, recovering 1 hit point per day. The host receives no benefits from a dormant Nyosym.

Adult nyotagomas remain rare in inhabited space, which is a good thing for spacers since adult nyotagomas are highly intelligent and extremely dangerous. In addition to the impressive stats below, a nyotagoma has an effective 16 Intelligence. It can survive in a hard vacuum with ease. It is immune to the hazards of outer space, such as the vacuum, cosmic radiation, et cetera. Extreme conditions, such as flying too close to a star, still prove disastrous. A nyotagoma can fly through outer space as if it were a drive-1 rated starship. These creatures always succeed at Navigation checks. It has extremely acute vision, able to see emissions throughout the entire electromagnetic spectrum. If a nyotagoma forgoes its normal attacks, it can make a single devastating attack 2d12 points of damage that affects inanimate objects like a gunnery weapon.

Nyotagoma
Armor Class: 2
Hit Dice: 10
Attack Bonus: +18/+18
Damage: 1d12/1d12 hooked tentacle
No. Appearing: 1d4
Saving Throw: 10+
Movement: 40 ft. fly
Morale: 12

April 16th, 2014  in RPG No Comments »

F Is for Fearful

fearful: (adj.) feeling afraid; showing fear or anxiety

Nota Bene: Saturday, I posted a mutant monster for 1st edition Gamma World. Today’s monster fits Chaosium’s Basic Roleplaying, specifically the iteration found in the 4th edition of Stormbringer. Inspiration for this creature came from a conversation with my son Christopher about what fainting goats might evolve into in the far future.

Balo, Jester of Chaos, does not make himself felt in the Young Kingdoms with the same force as, say, Arioch, Pyaray, or Chardhros, but that doesn’t mean Balo’s peculiar sense of humor leaves the world untouched. Case in point: Balo’s goats, which are most often encountered in Argimiliarian outlands.

These magical animals appear very much like ordinary goats, except for their purple fur and that curious shine to their eyes. Like normal goats, Balo’s goats are largely inoffensive herbivores. When threatened, they prefer to run away. Of course, since that’s not very funny, Balo has blessed his goats with an unusual power that manifests when these beasts panic.

When a Balo’s goat panics, it emanates a 20-foot radius aura that affects non-Balo’s goat creatures. Compare the goat’s and the victim’s POW attributes. For every point the goat’s POW is higher than the victim’s, add 5% to the base 50% that the victim will be affected. For every point the goat’s POW is lower than the victim’s, subtract 5% from the base 50% that the victim will be affected. If affected, the victim’s extremities become paralyzed for 3d10 combat rounds. During this time, Balo’s goats tend to run away, leaving the paralyzed to whatever fate may be lurking nearby.

Balo’s Goats
Attributes
STR 2d6
CON 2d6+3
SIZ 2d6
INT 1d6
POW 3d6+7
DEX 2d6
Hit Points CON

Skills
Dodge 20% + 1d10
Panic 80% + 1d10
See 50% + 1d10
Scent 25% + 1d10

Weapon (Attack | Damage)
Butt (20% + 1d6 | 1d4)

April 7th, 2014  in RPG No Comments »

E Is for Epileptic

epileptic: (adj.) of, relating to, or having epilepsy

Nota Bene: Today’s mutant creature is designed for TSR’s 1st edition of Gamma World, the greatest post-apoc RPG of all time. The panyar was made with the help of my scuffed and marked 1981 gamebook. Enjoy!

Panyar
No. Appearing: 5-40 (plus females equal to males and young equal to 50% of females in a burrow)
Armor Class: 6
Movement: 12
Hit Dice: 4

Panyars (also called quake rats) are sentient (intelligence 12-15, mental strength 10-13) and peaceful mutated naked mole rats. They live in elaborate burrows connected by twisting passages best suited for four-legged creatures. An adult panyar is about 2 meters long and half as tall. Wrinkles and blotches distort the panyar’s brownish-pink, nearly hairless flesh. A panyar has squat legs, a stunted tail, and a flat, almost shovel-like head with two tiny, nearly sightless eyes. Despite their fearsome appearance, a panyar’s teeth are seldom used for anything more than chewing roots and bugs. (If hard-pressed, a panyar can bite for 2d6 points of damage.)

Panyars require only about one-fourth as much oxygen as other mammals, making them well-adapted to life in their burrows, which tend to have high concentrations of carbon dioxide due to poor ventilation. These mutants have diminished eyesight, but also have heightened hearing and heightened smell. Consequently, panyars are nearly impossible to surprise. Once every four melee turns, a panyar can generate a burst of high-frequency sound waves that damage exposed tissues within 10 meters of the panyar, inflicted 3d6 points of damage. Panyars are immune sonic attacks.

Fully 85% of panyars suffer from stress-induced epilepsy. An epileptic panyar has a 25% chance immediately preceding any combat situation of having a paralyzing seizure that lasts for 1d6+4 melee turns. During an epileptic seizure, a panyar’s sonic attack ability intensifies, creating a 10-meter radius burst of intense sound waves that inflict 6d6 points of damage every melee turn. These sound waves are so powerful that they can crack stone and cause underground tunnels to collapse.

Panyar burrows are protected by non-epileptic leaders. A panyar leader has 1d4-1 additional beneficial mutations, divided as evenly as possible between physical and mental mutations.

April 5th, 2014  in RPG No Comments »

B Is for Brood

brood: (adj.) kept for breeding

A fumgaji (plural, wafumgaji) haunts the outskirts of civilization, lurking in shadowy places, emerging at night to hunt and breed. Wafumgaji practice a horrible form of brood parasitism in which a pregnant female fumgaji sneaks into the home of a sleeping, pregnant humanoid and magically swaps its gestating offspring for the humanoid’s unborn child.

The humanoid victim likely remains unaware of this monstrous switch for weeks, as pregnancy with a gestating fumgaji almost totally resembles a normal pregnancy. Eventually, the unborn fumgaji’s wicked intelligence awakens, and it starts to communicate with its host via telepathy (while she is awake) and vivid dreams (while she sleeps). During this time, the host usually grows increasingly insane. By the time she is ready to give birth to the fumgaji, the host has fallen completely under the monster’s psychic domination, and she will do whatever she must do to protect her “child” until it can return to its true family.

The stolen, unborn humanoid continues to develop within the fumgaji’s womb, and, barring unforeseen circumstances, he or she will be born. At that time, the newborn’s nightmare existence as a “domesticated pet” begins. Raised to amuse and serve evil masters, the child almost certainly grows to become evil as well due to years of physical and mental torture too horrible to speak of.

At first glance in dim light, a fumgaji might appear human, but a second glance likely reveals the truth. Wafumgaji have sickly, pale gray flesh. Anger, hatred, and disgust twist their facial features, sliding uncontrollably from one bestial expression to another. Razor sharp fangs fill their mouths, barely concealed by ragged, blood-red lips.

Wafumgaji attack with these fangs, preferably by surprise. All wafumgaji are telepathic; they have no spoken language (although they are capable of terrifying vocalizations). If a fumgaji does nothing else for the round, it can telepathically assault its victim. A saving throw is permitted against this psychic attack, modified by the fumgaji’s age (+2 for toddlers, +1 for children, +0 for adolescents, and -1 for adults). A failed saving throw causes the affected victim to be confused (as the spell) until the end of its next turn.

Fumgaji
Hit Dice: 1 (toddler), 2 (child), 3 (adolescent), 4 (adult)
Armor Class: 9 [10] (toddler), 7 [12] (child), 5 [14] (adolescent), 3 [16] (adult)
Attack: 1 bite (1d3, toddler); (1d4, child); (1d6, adolescent); (1d8, adult)
Special: surprise opponents on a 1-3 (1-4 for toddlers), telepathy
Move: 6 (toddler), 9 (child), 12 (adolescent), 15 (adult)
Saving Throw: 17 (toddler), 16 (child), 14 (adolescent), 13 (adult)
Alignment: Chaos
Number Encountered: 1d3 toddlers and/or children, 1d4 adolescents, 1d6+1 adults, plus a number of enslaved humanoids of various ages equal to one-half the number of non-adults present
Challenge Level/XP: 2/30 (toddler), 3/60 (child), 4/120 (adolescent), 5/240 (adult)

April 2nd, 2014  in RPG 2 Comments »

Yuan of the Five Venom Fist

Yuan of the Five Venom Fist serves as governor of Tsinghai Province, the remoteness of which grants Yuan greater autonomy than enjoyed by governors closer to the Imperial City. Terror and brutality characterize his rule, but taxes flow to the capital on time, which is the Jade Emperor’s primary concern. Yuan has mastered the Five Venom Fist, an evil martial art that uses dark chi further corrupted by deliberate exposure to the stings of scorpions. Yuan has also had dark gold armor stitched into his very flesh, granting him remarkable resistance to injury.

Dark Gold Armor: In addition to augmenting his Armor Class, Yuan’s dark gold armor enables him to completely avoid damage from any single weapon attack or magic missile spell once per round by making a saving throw. If his dark gold armor is somehow negated or removed, Yuan’s Armor Class drops to 1 [18].

Five Venom Fist: Any hand strike made by Yuan can be empowered by dark chi. A Five Venom Fist strike inflicts only 1d8+4 points of damage, but the target must make a saving throw. Failure means dark chi enters his body, causing terrible lesions and pain that inflicts 1d4+2 points of damage for 2d4 rounds.

Thieving Skills: Climb Walls 94%, Delicate Tasks 70%, Hear Sounds 5 in 6, Hide in Shadows 75%, Move Silently 80%, Open Locks 75%

For Swords & Wizardry:

Yuan of the Five Venom Fist
Hit Dice: 10
Armor Class: -3 [22]
Attacks: 2 weaponless attacks (2d8+4), or by weapon (+4 damage)
Saving Throw: 5
Special: dark gold armor, five venom fist, immune to mental control and mind reading, immune to poison, slow falling 40 ft., surprised on a 1 in 6, thieving skills
Move: 21
Alignment: Chaos
Challenge Level/XP: 15/2,900

December 27th, 2013  in RPG No Comments »