Showing posts with label Mount. Show all posts
Showing posts with label Mount. Show all posts

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, November 20, 2014

"R" is for "Rhinosaurus"

Rhinosaurus

No. Enc.:  0 (1d6)
Alignment:  Neutral
Movement:  150' (50')
Armor Class:  3
Hit Dice:  13
Attacks:  1 (bite or gore or trample)
Damage:  2d6 or 2d12 or 5d8
Save:  L7
Morale:  9
Hoard Class:  None
XP:  4,200

Rhinosauruses are elephantine, not-at-all-reptilian bugs that inhabit both arid wastelands and lush jungles. Their iridescent carapaces are so dazzling, anyone attacking them in melee without protective eyewear / lenses suffers a -2 To Hit.  The beasts Trample [p. 58 of the Mutant Future Core Rules] more often than not, but they also channel powerful prismatic beams through their horns.

Shields and armor made from rhinosaurus hide are immune to lasers and other photonic attacks.

Hardy and trainable, rhinosauruses are favored mounts of wasteland tribes.

Mutations:  Energy Ray (Laser / Light), Reflective Epidermis (Laser / Light)

Wednesday, June 25, 2014

"T" is for "Thornhopper"

Thornhopper

No. Enc.:  0 (2d6)
Alignment:  Neutral
Movement:  180' (60')
Armor Class:  4
Hit Dice:  6
Attacks:  1 (gore or kick)
Damage:  2d8 or 2d6
Save:  L3
Morale:  8
Hoard Class:  None
XP:  1,070

Thornhoppers are armored, flightless insects of bison-like proportions that reach lengths of 15' long. Domesticated over the post-apocalyptic centuries, thornhoppers can carry two riders and up to 500 lbs of extra gear.

Thornhoppers often Trample when provoked, or at their riders' insistence.  And they are nigh-invisible in verdant environs, Surprising (even if carrying riders) on 1-5 on 1d6.

Mutations:  Increased Balance



Friday, May 16, 2014

"L" is for "Leapsteed"

Leapsteed

No. Enc.:  0 (2d6)
Alignment:  Neutral
Movement:  240' (80')
Armor Class:  3 / 6
Hit Dice:  5+2
Attacks:  2 or 1 (2 kicks, or 1 headbutt)
Damage:  (1d10 / 1d10, or 2d6)
Save:  L3
Morale:  9
Hoard Class:  None
XP:  860

Leapsteeds are bison-sized amphibians adapted to drier terrestrial climes.  Thick armored plating covers their heads and upper-bodies [AC 3 when attacked from the front and sides], while their backs, abdomens, and extremities are slick and smooth [AC 6 from behind].  They travel in family herds.

Leapsteeds are omnivores, dining on vegetation, tubers, and small animals.  They also, bizarrely enough, feed on psychic energies, which they procure by mentally manipulating (via Empathy) sentient beings into physical contact.  Upon a successful Mental Attack (as if from a WIL score of 2d6+5), a leapsteed motivates the target into using it as a trusted mount.  Sticky secretions adhere the target in place on the leapsteed's back (even during full-bore movement), and the leapstead is "steered" with its rein-like antennae, which also serve as telepathic conduits.  Leapsteeds drain 1d3 HP per day from their riders.

Despite the seemingly negative implications of mind-control-based relationships, leapsteeds genuinely care for their "masters", and crave positive symbiotic bonds.  In fact, most leapsteeds find that, with enough time, they don't have to use their mutations on their riders, thanks to engendered trust and goodwill.

Leapsteeds are powerful enough to carry two riders (sitting one in front of the other) and all their gear, plus an additional 200 lbs.

Mutations:  Empathy (Modified), Neural Telepathy (Modified)

Thursday, September 19, 2013

"C" is for "Coral Crawler"

Coral Crawler

No. Enc.:  1d4 (1d6)
Alignment:  Neutral
Movement:  90' (30')
      —Swim:  45' (15')
Armor Class:  2
Hit Dice:  12
Attacks:  3 (2 claws, 1 bite)
Damage:  1d8 / 1d8 / 1d12
Save:  L6
Morale:  9
Hoard Class:  None
XP:  4,400

Coral crawlers are ambulatory, rhinoceros-sized, animalistic collectives of marine polyps. They hunt along the ocean floors, but surface to prowl beaches and riverbanks.

Coral crawlers are covered stinging barbs that inject a Class 7 neurotoxin.  And being made of millions of individual creatures grants them complete immunity to any and all Mental Mutations.

Aquatic tribes with thick carapaces and/or immunity to poisons tame coral crawlers as mounts.

Mutations:  Density Alteration, Dermal Poison Slime, Parasitic Control

Tuesday, May 28, 2013

"N" is for "Negahorse"



Negahorse

No. Enc.:  2d6 (3d6)
Alignment:  Neutral
Movement:  210' (70')
Armor Class:  5
Hit Dice:  10
Attacks:  1 (bite, kick, trample)
Damage:  1d8 or 1d12 or 3d6
Save:  L5
Morale:  9
Hoard Class:  None
XP:  2,400

Negahorses are stocky, ill-tempered equines found in blasted plains and desolate wastelands.  Predators give them a wide berth.

Negahorses discharge antimatter energy from their eyes, heads, and snouts—their craniums to glow and crackle with an indigo nimbus before release.  The beams act as a combination of the Energy Ray and Disintegration mutations:  usable once every 3 rounds up to a distance of 50', and destroying WILx10 lbs of matter (dead and living alike), and utterly lacking the "reduced to 1 HP" side effects.  Negahorses have WIL scores of 12+1d8.

Only the bravest / most foolhardy individuals attempt to take negahorses as mounts.

Mutations:  Reflective Epidermis (Radiation), Unique Mutation ("Antimatter Blast")

Tuesday, March 19, 2013

"M" is for "Moacca"


Moacca

No. Enc.:  0 (1d4)
Alignment:  Neutral
Movement:  180' (60')
Armor Class:  7
Hit Dice:  4
Attacks:  2 (1 claw, 1 bite)
Damage:  1d8 / 2d6
Save:  L2 (or L4)
Morale:  8
Hoard Class:  None
XP:  135 (+55 per extra mutation below)

Moaccas are flightless, 10' tall birds that deftly stalk overgrown forests and jungles. They feed on the fruits and nuts of mutant plants and small(er) game...and sometimes supplement their diets with wayward adventurers.

Moacca eggs are highly prized, as hatchlings imprint on their caretakers and serve as loyal mounts.  A domesticated moacca can carry an adult humanoid rider (plus an additional 200 lbs of gear) without movement penalties.

15% of any given moaccas encountered are sentient, and capable of intelligent speech. Each possesses 1d3 beneficial Mental Mutations, and Saves as a Level 4 creature.  Such moaccas still make fine mounts, but their cynical, sarcastic, and snide demeanors tax even the most patient souls.

Mutations:  Gigantism



Tuesday, February 12, 2013

"M" is for "Molewrath"


Molewrath

No. Enc.:  1d4 (4d10)
Alignment:  Neutral
Movement:  105' (35')
  —Burrow:  45' (15')
Armor Class:  7
Hit Dice:  15
Attacks:  3 (2 claws, 1 bite)
Damage:  1d12 / 1d12 / 4d6
Save:  L8
Morale:  10
Hoard Class: 
XP:  6,900

The surly, desert-dwelling, 20' long molewraths spend their days excavating massive den complexes centered around clusters of nutrient- and moisture-rich mutant tubers.  They sometimes burrow up into outposts, dragging sentient plants to their dooms.

Being immune to temperature extremes, toxins, diseases, and radiation, molewraths make hardy steeds.  Many humanoid races (Crules, Waste Witches, Gheelids) ride them imperiously into battle.

Rumors persist about sentient "molewrath queens" that direct their nests telepathically.

Mutations:  Gigantism, Reflective Epidermis (Cold, Fire/Heat, Radiation)




Wednesday, December 12, 2012

Dr. Gori Unleashes... THE MIGHTY MOONTHUNDER.


Moonthunder

No. Enc.:  1 (1d6)
Alignment:  Neutral
Movement:  90' (30')
         —Fly:  360' (120')
Armor Class:  2
Hit Dice:  14
Attacks:  2 or 1 (2 claws, or 1 tailslap)
Damage:  2d8 / 2d8, or 2d6
Save:  L10
Morale:  12
Hoard Class:  1d4 eggs (See Below)
XP:  8,700








Ahhh, Moonthunder...what a fortuitous discovery you were.  Just as I prepped my saucer's weapons to destroy the Apollo astronauts for treading in my cosmic domain, you erupted from the lunar surface and did the job for me.  How foolish they were for stealing your precious eggs!

And now, here on Earth, you wreak a savage vengeance.  Humanity's space programs and museums are in ruins!!!  Smash these troglodytes back to the Stone Age, mighty Moonthunder!!!


Moonthunders are powerful, dinosaur-sized bipeds with knobby hides, frilled necks, and leathery wingflaps.  Hatchet-shaped growths jut from their snouts.  Moonthunders rocket through the galaxy at incredible speeds (easily keeping pace with advanced spacecraft) and dig subterranean dens on barren planetoids, asteroids, and lunar bodies.  Each lair always contains 2d4 eggs, which frequently dislodge and scatter across the landscape.

Given their harsh habitats, moonthunders are utterly immune to adverse effects from temperature extremes, radiation, gasses (as they don't breathe), pressure, and vacuums. Crushing oceanic depths are accordingly no hindrance to the creatures.

Moonthunders can unerringly track their crystalline eggs over thousands of miles, and as the creatures close in, both their snout-growths and eggs pulsate with purple radioactivity.  This link proved problematic for The Ancients, for as they explored outer space, numerous "moon rocks" were returned to earth for study...rocks which happened to contain monstrous embryos.  Many Ancient spaceports, museums, planetariums, laboratories, and military installations were destroyed as surly moonthunders landed planetside to retrieve what was theirs in the most destructive of fashions. 

Moonthunder hatchlings are trainable as pets and allies—assuming their parents don't come calling, that is—and can theoretically be outfitted with specialized harnesses so as to make them "living airships".

Mutations:  Aberrant Form ("Deep Space Adaptations"), Increased Sense (Vision), Reflective Epidermis (Cold, Fire / Heat, Radiation), Optic Snoutic Emissions (Bright Snout, Gamma Snout), Unique Sense ("Moonrock Tracking")










[Moonthunder appears courtesy of Episodes 34-35 from the 1971 TV series, Spectreman.]

Tuesday, September 18, 2012

"S" is for "Splicesaur — Cytops"


Splicesaur Cytops  ("Eyesaur")

No. Enc.:  0 (2d6)
Alignment:  See Below
Movement:  120' (40')
Armor Class:  4
Hit Dice:  9
Attacks:  1 (gore)
Damage:  2d6
Save:  L9
Morale:  8
Hoard Class:  None
XP:  3,100

Bizarre by even splicesaur standards, the quadrupedal cytopses sport immense, bony frills housing a single eye 6' in diameter.  They plod along the savannas in search of scrub grasses and tubers, just blinking and chewing...blinking and chewing....

Cytopses Charge when threatened, or protecting their young.  They are never Surprised.

Cytopses are the most susceptible of all splicesaurs to the strange radiations of the Mutant Future.  Some attain sentience (with unique motivations, dispositions, and temperaments), and a corresponding suite of Mental Mutations.  They may even make arrangements to serve as mounts.

Mutations:  Aberrant Form ("All-Seeing Eye"), Increased Sense (Vision)


Friday, July 13, 2012

"M" is for "M'moth"


M'moth

No. Enc.:  0 (2d10)
Alignment:  Neutral
Movement:  150' (50')
Armor Class:  5
Hit Dice:  11
Attacks:  2 or 1 (2 tusks, or trample)
Damage:  2d4 / 2d4, or 4d8
Save:  L5
Morale:  8
Hoard Class:  None
XP:  6,800

Herds of lumbering m'moths travel through overgrown, verdant regions, both feeding off of, and pollinating, the twisted vegetation.  The creatures are massive enough so as to be generally immune to the more dangerous plant mutations.

M'moths gain +4 when Trampling, and their hides are coated with a Class 3 hyper-allergenic powder.

M'moths evince a culinary fondness for fabrics both natural and synthetic, and being semi-intelligent, have been known to barter for them (which usually amounts to, "Please take these goods in return for not  razing our village.").  And they are attracted to bright lights, so rural communities know to keep their nighttime fires and light sources dim.

Mutations:  Chameleon Epidermis, Dermal Poison Slime, Force Screen, Increased Sense (Hearing), Shriek




Thursday, April 26, 2012

"S" is for "Slander"

Slander

No. Enc.:  1d4 (1d4)
Alignment:  Neutral
Movement:  135' (45')
  —Swim:  75' (25')
Armor Class:  6
Hit Dice:  4+1
Attacks:  1 (bite)
Damage:  1d8
Save:  L3
Morale:  10
Hoard Class:  None
XP:  440

Slanders are 15'-18' long, speckled amphibians that dwell in the steamiest, swampiest environs.  They can cling to any surface, and travel at full speeds even when moving vertically or upside-down.

Slanders' sticky secretions allow them to serve as mounts without the need for saddles or harnesses; however, extended contact with a slander all but assures the rider will fall under its mental sway.

Xottles are immune to slanders' parasitic and illusory Mutations, and the little terrors pile on the beasts in groups of 10-20—protected by the Force Screens, natch—to raid rival villages and outlying humanoid communities.

Mutations:  Force Screen (Greater), Mental Phantasm, Parasitic Control



Sunday, March 25, 2012

"T" is for "Thunderbug"

Thunderbug

No. Enc.:  0 (3d8)
Alignment:  Neutral
Movement:  180' (60')
Armor Class:  0
Hit Dice:  5
Attacks:  1 (gore or trample)
Damage:  3d6 or 2d12
Save:  L3
Morale:  9
Hoard Class:  See Below
XP:  800

After developing for 7 years as subterranean larvae, adult thunderbugs—ornery, armored, and bison-sized—claw their way to the surface in search of food.  They migrate in herds, stripping plains bare of plantlife and crops, and their distinctive chirping and bellowing strikes fear into farmers' collective hearts.  (If molebears and karkadillos didn't keep the thundergrub populations down, the Mutant Future would certainly be overrun.)

Thunderbugs do double damage after Charging.

Traders, armorers, weaponsmiths, and artisans pay hefty prices [as determined by the Mutant Lord] for thunderbug "hides" and "ivory".  And Yinsects have been rumored to utilize the creatures as mounts.

Mutations: Natural Armor (Extreme) (x3)