Posts Tagged ‘ monsters ’

Feral Zombies

In the competition for most done-to-death horror movie genre, the battle between zombie survival and found footage has probably been won by found footage, much to the detriment of movie making. My hypothesis is that movies are like books in terms of quality. Most books aren’t all that bad, but they’re not very good either. Many books, a week or so after I’ve read them, I’ve pretty much forgotten them. Same too with movies, especially, it seems, horror movies.

Thus, Feral, starring Scout Taylor-Compton and Lew Temple, along with several others who mostly serve as a combination of plot point and monster food. There’s nothing original in Feral. Zombie virus? Check. Grizzled cabin-dweller with a dark secret that’s revealed as a prologue? Check. Stuck-up girlfriend? Check. Spurned ex-boyfriend with a chip on his shoulder? Check. Zombies that growl and pose before attacking? Check. Hackneyed moral dilemma explored via characters screaming at each other? Check. Unsurprising surprise ending? Check.

Et cetera, et cetera.

Taylor-Compton almost delivers a strong performance, but the script holds her back. So too with Temple. The earlier parts of the film work better than the climax and ending. Taylor-Compton’s Alice manages to be determined and strong, and Temple’s Talbot comes across as haunted and regretful. Then the script degenerates into “Do it!” “I won’t do it!” repetition while the zombies alternate between lightning quick stealth and plodding stomach growls.

Feral is a mess, and a minimally entertaining one at that.

Zombie, Feral
Medium undead, unaligned

Armor Class 12
Hit Points 22 (3d8+9)
Speed 30 ft.

Ability Scores STR 16 (+3), DEX 14 (+2), CON 17 (+3), INT 7 (-2), WIS 10 (+0), CHA 9 (-1)

Damage Resistances bludgeoning, piercing, and slashing
Skills Athletics +5, Perception +2, Stealth +4
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages it knew in life but can’t speak
Challenge 1 (200 XP)

Aggressive. As a bonus action, the feral zombie can move up to its speed toward a hostile creature that it can see.

Critically Hit. The feral zombie’s damage resistance does not apply to critical hits.

Daylight Torpor. The feral zombie gains a level of exhaustion when it starts its turn in sunlight.

Keen Sight. The feral zombie has advantage on Wisdom (Perception) checks that rely on sight.

Pounce. If the feral zombie moves at least 20 feet straight toward a creature and then hits with a claws attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the feral zombie can make one bite attack against it as a bonus action.

Actions

Multiattack. The feral zombie can make up two attacks, using its claws and bite one time each.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) slashing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or become infected. The target gains a level of exhaustion and can’t regain hit points. Its hit point maximum decreases by 5 (1d10) for every hour that elapses. Each hour, the target must make a DC 13 Constitution saving throw or gain another level of exhaustion. The target dies if this effect reduces its hit point maximum to 0 or it reaches 6 levels of exhaustion. The infection can be removed by a lesser restoration spell or other magic.

A humanoid that dies while infected rises 4 (1d8) hours later as a feral zombie, unless the humanoid is restored to life or its body is destroyed. The new feral zombie is not under the control of the feral zombie that created it.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature that is prone, grappled by the feral zombie, incapacitated, or restrained. Hit: 7 (1d6+3) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends.

December 31st, 2019  in RPG No Comments »

The Veikindi

Check out this pic by MitchGrave on DeviantArt.

The veikindi is voracious undead horror formed when a humanoid creature dies from a wasting disease. The combination of the sufferer’s pain, anger, and remorse becomes twisted into a refusal to pass on to what lies beyond mortal life.

Veikindi
Medium undead, neutral evil

Armor Class 14 (natural armor)
Hit Points 39 (6d8+12)
Speed 30 ft.

Ability Scores STR 14 (+2), DEX 15 (+2), CON 14 (+2), INT 6 (-2), WIS 13 (+1), CHA 7 (-2)

Damage Resistances cold
Damage Immunities necrotic, poison
Condition Immunities exhaustion, poisoned
Skills Athletics +4, Perception +3, Stealth +4
Senses darkvision 60 ft., passive Perception 13
Languages the languages it knew in life
Challenge 3 (700 XP)

Blood Frenzy. The veikindi has advantage on melee attack rolls against any living creature that doesn’t have all its hit points.

Keen Smell. The veikindi has advantage on Wisdom (Perception) checks that rely on smell.

Magic Resistance. The veikindi has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The veikindi makes three attacks, only one of which may be an oversized arm attack.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.

Oversized Arm. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 8 (1d12+2) slashing damage. If the target is a living creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease is cured. Every hour that elapses, the target must repeat the saving throw, reducing its hit point maximum by 3 (1d6) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target’s hit point maximum lasts until the disease is cured.

A humanoid slain by the veikindi’s disease rises 24 hours later as a veikindi, unless the humanoid is restored to life or its body is destroyed. The newly risen veikindi is not under the control of its creator.

December 7th, 2019  in RPG No Comments »

Tuesday Terror: Lunar Horrors & Strange Birds

Well, I’ve gone against my better judgment. We ended our Savage Worlds campaign, and I’ve started a d20 Modern/d20 Future campaign that started in the near future of 2069 aboard Space Station Alpha. By the conclusion of the first session, a strange solar event transported the station and all its personnel approximately 250,000,000 years into the future.

During session two, the PCs stepped into leadership roles. The station’s position was stabilized. Plans for food rationing were made. Maintenance drones were repurposed for long-range scouting. One drone found what appeared to be a collection of stone structures on the so-called dark side of the Moon. Another identified two possible areas in a temperate zone on Earth that looked like promising landing sites.

The PCs decided to scout the Moon location first as it was closer to the station. Two NPC pilots took the four PCs on a trip around the Moon. They maneuvered in for a closer look, noting the ramps between buildings, the presence of black-sailed galleons, and, unfortunately for CPO Scharff (Alex’s character), a brief glimpse of one of the monstrous inhabitants (depicted just below).

The players got to add a Sanity score to their character sheets, and Scharff failed the first SAN check of the campaign. LT Mantis (Eric’s character) managed to calm the dangerously panicked Scharff down, and the pilots made a hasty retreat. Back on the station, those in charge decided to not inform station personnel about the moon monsters.

A couple of days later, the PCs loaded up the shuttle with personnel and supplies, and made a landing on the island identified as a possible site via probe. They found fresh water, strange piscean statues, and a collection of ponderous stone structures near the beach. They decided to set up camp near the crater lake above what they take to be an abandoned village. The security detail went off to scout.

In the “village”, the PCs found the strange bird-creature captured via tangle gun by the security detail. They also found three strange statues of smallish size and a sealed clay pot. Scharff found faint tracks of something bipedal but not human leading from the “village” to the surf. The group found a resinous material in the clay pot that chemical analysis showed to be highly psychoactive.

The Bird-Creature
Small Animal
HD: 2d8+2 (11 hp)
Init: +2
Spd: 15 ft., fly 80 ft., swim 30 ft.
Def: 14 (+2 Dex, +1 natural, +1 size), touch 13, flat-footed 12
BAB/Grp: +1/-3
Atk: Beak +3 melee (1d4)
Full Atk: Beak +3 melee (1d4) and 2 talons +0 melee (1d4)
FS/Reach: 5 ft. by 5 ft./5 ft.
SQ: Low-light vision
AL: None
SV: Fort +4, Ref +5, Will +2
AP: 0
Rep: +0
Abilities: Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Skills: Spot +13, Swim +13
Feats: Weapon Finesse (beak, talons)
Environment: Temperate coasts
Organization: Solitary, pair, or flock (3-12)
Advancement: None

This avian creature resembles the albatross in size and coloration, but its feet are both webbed and sport sharp talons. Its beak has serrations and can inflict serious wounds with a sawing-motion bite. The bird-creature has been observed to dive into the sea and swim in pursuit of its prey. It appears to feed exclusively on fish.

November 26th, 2019  in RPG No Comments »

Deer Season?

Cervus
No. Enc.: 1d8
Alignment: Neutral
Movement: 180′ (60′)
Armor Class: 7
Hit Dice: 4
Attacks: 1 or 2 (gore or bite)
Damage: 2d6 (1 or 2 gores), 1d8 (1 bite)
Save: L2
Morale: 9
Hoard Class: None
XP: 190

Mutations: Ultravision, Unique (Anticoagulant Saliva)

The cervus is a monstrous, predatory deer. When fully grown, an adult cervus stands over six feet at the shoulder. Its antlers spread wide enough that it can gore two targets who are within 10 feet of each other. The cervus deals double damage with its gore after charging. Outward curving canines jut from the cervus’ upper jaw, and it has a powerful bite. Its bite may deliver a dose of anticoagulant saliva (save versus poison). Prey affected by the saliva bleed profusely, losing two hit points per round until the wound can be properly bandaged.

About one in four or five cervuses has a third eye. A three-eyed cervus is intelligent. Roll 6+1d4 for Intelligence and Willpower, and increase save to L4. It also has 0-3 (1d4-1) mental mutations. Add 55 XP per additional mutation.

September 23rd, 2019  in RPG No Comments »

The Drukkin

Whew!

I started back up as a full-time teacher this month. I’m at a Catholic boys school about eight minutes from the house. So far, I’m enjoying the new gig. It’s certainly a huge improvement over my last full-time teaching position.

Anyway, on 7 August, Terry, a friend and fellow gamer, suggested I stat up the Greenland shark as a monster. I did a bit of reading about Greenland sharks. They are one more confirmation that nature hates us and will eat us given the chance. Seriously scary animal. Don’t let its goofy smile fool you. It’s hungry, and you’re lunch.

And so, here’s my take on the Greenland shark as a amphibious horror for use with Savage Worlds Deluxe Explorer’s Edition. (N.B. That’s an affiliate link also.)

Drukkin

We saw the blunt dorsal fin break the surface a dozen or so yards from the edge of the ice shelf. The seals must have seen it too. Those in the water flopped up onto the ice, and all of them moved away from the edge. None of could identify the shark, and we became a bit excited at the thought of stumbling onto a new species.

“Um, it’s picking up speed,” Roberts said.

He was right. The shark surged through the water, straight toward the ice shelf’s edge. Just as it was about to hit, rather than veering or diving, it burst from the water, it’s eyes flashing with an unearthly green light. Before it hit the ice, its pectoral fins changed, lengthened, became segmented. Monstrous three-toed paws with yard-long talons burst from the end of each limb.

“Run!”

We ran, desperately trying to avoid the panicked seals as well as escape the horrid fish. When I heard Roberts’s scream end abruptly, I knew it was gaining on us….

Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d12+4, Vigor d12
Skills: Fighting d10, Notice d12, Shooting d8, Swimming d10
Pace: 8; Parry: 7; Toughness 12

Special Abilities
Aquatic: Pace 10.
Bite: STR+d6.
Eye Bolts: Range: 30/60/120. Damage: 1-3d6, based on range. Rate of Fire: 1 or 2. The drukkin can fire bolts of burning energy from its eyes. After using its eye bolts, the drukkin is -2 on Notice checks until the end of its next turn.
Fear: -2. The drukkin inspires fear when it attacks or transforms.
Hardy: The drukkin does not suffer a wound from being Shaken twice.
Large: Attackers add +2 to their attack rolls when attacking the drukkin due to its large size.
Size: +4. The drukkin can grow up to 25 feet in length.
Transformation: As an action, the drukkin can transform so that it can function on land or revert back to its aquatic form.

August 28th, 2019  in RPG No Comments »