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Author Topic: TV and Movie monsters made up for Mutant Future.  (Read 2525 times)
Outlander
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« on: May 30, 2010, 04:08:16 PM »

I have to admit that I was disappointed when the weekly Thundarr the barbarian conversions ended.

So, I began to think, what would be a good thing to replace it? It hit me today while I was looking at videos in the local Rogers....

Why not make up statistics for the various monsters that appear in many of the crappy and not so crappy movies?

So I plan on doing just that. I'm going to be cross posting this on the Goblinoid Game forums as well.

I would like to do one a day, but I won't deny the fact that I'm a very busy man. Between work, my family, Shaolin Kung Fu, writing projects for possible publication and movie premiers, I just don't have the time I would like to have.

But in the next few days I'll be posting these monsters. Of course they can never be published because they are taken directly from movies and the like.

Still, it's going to be free material for anyone to use and have fun with.

And I might even put them together as a book the way it was done with the Thundarr the Barbarian.

How's that sound to you all?

Chris
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« Reply #1 on: May 30, 2010, 04:29:31 PM »

That all sounds terrific to me! Great idea.
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Derek Holland
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« Reply #2 on: May 31, 2010, 05:53:40 AM »

I guess my email was slow on the ball.

I can't wait to see what you come up with, Chris! Are you planning on including books and comics as well?
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Outlander
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« Reply #3 on: May 31, 2010, 08:52:44 AM »

As a matter of fact, yeah. Anything that can be done and strikes my fancy will be done.

Here is what I have planned for the next 7 days:

Over the next 7 days expect to see the following critters:

The mutant bear from the 70's movie the Prophecy.

Fish from Piranha

Our favourite subterranean worms from Tremors

And the Vampire from the novel, 'The Strain'.

Those are my goals for this week.

Chris
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Outlander
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« Reply #4 on: May 31, 2010, 10:29:40 PM »

Name:  Katahdin



No. Enc: 1 (1d4)
Alignment:  Chaotic
Movement: 120' (40')
                  60' (20') Swim
AC: 5
HD: 12
Attacks: 3 (bite, claw, claw)
Damage: 1d8/3d6/3d6
Save: L8
Morale: 8 (10)
Hoard Class: None

Katahdin are grotesquely mutated Grizzly bears found deep in the primordial forests of the East cost.
   These creatures are huge, reaching well over 16' from the tip of their nose to the end of their stubby tails, and even when on all fours their shoulders reach to between 6' and 7', and weigh in at 2,500 pounds. These creatures can live up to thirty years in the wild, and reach maturity around eight years of age, but typically are destroyed well before this point because of their evil temperament.
   Females reach sexual maturity around five years of age and when they mate, like their ancestors, they produce between 1 and 4 offspring, with 2 being the average. The cubs stay with the mother for about two years before they head off on their own to find territory.
   What sets these creatures apart from their un-mutated ancestors (other than the greatly enhanced size) is their appearance. These creatures are completely bald, having lost all body hair. One of the Katahdin's eyes is significantly larger than the other as well, typically for some reason, the right eye. This huge orb is blood red and has a large black pupil.
   Like their ancestors, these creatures have wicked claws, but even more so, as they tend to grow about twice the length of their un-mutated cousins. Even metal has difficulty standing up to the wicked blows from these creatures.
   When encountered alone, it is typically a male, but if more than one is encountered, it will be a female and her cubs. The cubs will have only 25% of the hit dice and an AC of 7, and are capable of defending themselves with a bite and two claws (doing only 1d3 / 1d6 / 1d6).  When encountered with the cubs, the female will fight to the death.
   Males are bullies. They enjoy picking on other creatures smaller than they are (AKA playing with before killing and eating), although if they encounter a creature that can cause them harm, they have been known to take the cowards way out and run.
   These creatures have been known to move a great speeds for short periods of time, although it isn't known if this is a mutation or just an evolved version of the burst of speed that the Katahdin's ancestors were capable of. For 1d8 rounds the creatures are able to double their movement rate (both land and swim).

Mutations: Bizarre appearance (drawback; bald, one eye larger than the other), gigantism, increased physical attribute (strength), increased senses (hearing and smell) natural weapons, vision impairment (drawback)

Source: Prophecy (1979)

Non-Movie Version
   The GM can make this creature a little more terrifying by adding a few other types of mutations, ones that it didn't have in the movie. Suggestions would be to add Energy ray (heat, from the huge eye), chameleon epidermis and shredding claws (created by Derek Holland, reposted here for convenience sake.

Shredding Claws
The mutant has claws that do damage to metal objects (including armour, robots and doors). They do d6 points of damage to metal and d4 points of damage to everything else, including flesh.
   
« Last Edit: June 07, 2010, 07:25:27 PM by Outlander » Logged
Outlander
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« Reply #5 on: June 01, 2010, 10:55:38 PM »

Name:  Graboids

No. Enc: 1d3 (1d12)
Alignment:  Neutral
Movement: 180' (60')
AC: 0
HD: 16
Attacks: 1 Bite or special (see description)
Damage: 5d6 or special (see description)
Save: L12
Morale: 7
Hoard Class: None

Graboids are incredibly huge burrowing creatures that move at astonishing rates beneath the surface, but can be surprising quiet and can attack before someone knows they are even around.
   Physically, these creatures appear as a long, ruddy brown slug (although albino's have been seen) with are an average of 14' in length, some growing to truly monstrous proportions, being double in size, and weigh in at over 2000 pounds.
   These creatures have very tough hides which are covered in small rock like projections that help them travel through the dirt and soil. There are no visible eyes on these creatures and their mouths are huge maws with three shovel like sections that open up to reveal a mass of tongues that look like eyeless horned snakes, each with a mouth of their own.
   Graboids hunt by sensing vibrations in the ground (a version of echolocation) and will wait patiently for a creature to come close. If the victim has no way of sensing the Graboids, the creatures will manage to surprise a target on a 1-3. Typically, they hunt in small packs usually 1-4 but in an area where the hunting is good, as many as a dozen have been spotted.
   These mutant worms have two main methods of attack. First is they will simply come up from beneath a target and bite, causing hideous damage. Any creature medium sized or smaller will be swallowed whole on a natural 20.  Any creature thus swallowed will take 3d6 damage per turn due to the powerful digestive acids in the creatures stomach. These acids are so powerful that they will even corrode the heaviest of alloy. The only way for a swallowed victim to escape is by killing the Graboid, or by cutting its way out. The interior of the Graboid's stomach is very tough (AC 4) and a victim must do at least 25% of the creatures total hit points to cut itself free.
   The creatures second attack are the snake-like tongues. The typical Graboid has 1d4 plus 2 of these tongues and can attack with each one separately. The Graboid can do one of two things with the tongues... it can simply bite with them, causing 1d6 points of damage, or it can attempt to grapple a creature with them. A victim grabbed by one of these tongues will be constricted for 1d6 points per turn and will have to make a strength check in order to break free.
   If three or more tongues are able to grapple a target, they will pull it into the Graboids mouth on the next round and the Graboid will automatically get a bite attack without having to roll to hit, and will swallow the victim (if small enough) on the round after that.
   Each of these snake-like tongues has a range of 10'.
   Graboids are able to travel through almost any type of dirt or soil but are incapable of travelling through solid rock, concrete, metal or the like. They will avoid any terrain littered with these hazards, so they are typically found in deserts, plains or similar terrain.

Mutations: Aberrant form (extra parts, natural weapons, xenomorphism, echolocation, gigantism, vision impairment (drawback).

Non-Movie Version: The GM should give the Graboid a toxic weapon (paralytic venom) that will paralyze a victim for 1d6 rounds if a save versus poison is failed., as well as the ability to burrow through stone, concrete or similar substances but at a greatly reduced speed.  

Source: Tremors (1990)

Edit notes: Dropped the AC... in the movie, they really were only vulnerable in the mouth.
« Last Edit: June 07, 2010, 07:26:21 PM by Outlander » Logged
Outlander
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« Reply #6 on: June 02, 2010, 10:04:55 PM »

Name:  Flying Pirahnah

No. Enc: 4d12
Alignment:  Neutral
Movement: Swim 120' (40')
           Fly 60' (20')
           Land 9' (3')
AC: 5
HD: 1
Attacks: 1 Bite (Special, see description)
Damage: 1d8 (Special, see description)
Save: L1
Morale: 6
Hoard Class: None

Flying Piranha were genetically engineered to be used as a biological weapon, but as is typically the case, these creatures escaped into the wild and ended up breeding, terrorizing communities and resorts up to the end, and then things only got worse.
   The Flying Piranha are larger than their un-mutated cousins, being typically 1 to 2 feet in length and weighing in about 5 to 10 pounds. They do share similar appearances to the original species, with the exception that their bodies are elongated, and the mouths are significantly larger, filled with sharp teeth.  Of course the fact that they can use their fins as actual wings, allowing them to fly out of the water for brief periods of time.  These creatures are fully capable of breathing water and air, and have been adapted to life in both fresh and salt water.
   Although not as fast in the air as they are underwater, they can still chase down prey for miles if need be. If for some reason they are unable to remain airborne, they are very slow and vulnerable to attack, and will not be able to get airborne unless they can reach water.
   Individually, as with their ancestors, these creatures are not too formidable, even though their bites are quite deadly. It doesn't take much to kill one of these creatures. But in a group, they can quickly and easily take down even the largest of mutant creatures, leaving nothing more than bones with a little bit of blood and gristle.
   In combat, if there are more than ten of these creatures, they will get one single attack dice roll, with a +1 to hit for every three individuals. If the bite hits, the damage done is 1d12 for every 4 individuals in the swarm, thus if a pack of 30 attack a victim, they will receive a +10 to hit and will do 7d12 points of damage.  Of course the GM can still roll to hit for each individual but that could be very time consuming and tedious.
   Despite the fact these creatures are quite deadly when together as a swarm, they are actually quite tasty and many tribes and other mutant communities actively hunt the Flying Piranha for food, and even some have gone as far as breeding the creatures for not just food, but protection.

Mutations: Aberrant form (xenomorphism - lungs), complete wing development.

Source: Piranha 2: The Spawning (1982)
« Last Edit: June 07, 2010, 07:27:07 PM by Outlander » Logged
Outlander
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« Reply #7 on: June 03, 2010, 11:21:20 PM »

I know that it isn't what I promised, but hey, I still have a few days to write up the Vampires from the novel: The Strain. Maybe over the weekend....

I love Shrek. I loved all four movies and I hope that they will continue make them, even though the latest is supposed to be the last.

So I figured, what the hell, Ogres from the movie would make nice mutants for the game, and they don't have to be evil, although I did suggest an option on how to make them evil.

Name: Ogres
No. Enc: 1d6
Alignment:  Neutral
Movement: 90' (30')
AC: 4
HD: 6
Attacks: 2 or by weapon type
Damage: 4d6/4d6 or by weapon type +3d6 (damage includes bonus from increased strength)
Save: L6
Morale: 7
Hoard Class: VI, VII, VIII, XXII (weapons only)

Ogres are large, green skinned humanoids that like, despite beliefs to the contrary,  to live quiet lives and just to be left alone.
   Physically, Ogres are larger than most average humans, typically standing between six and a half feet in height to eight feet, and usually weigh in between three hundred and five hundred pounds. They have uniformly green skin and the males are always bald, having no body hair what so ever, although the females can grow hair, which runs the entire color gambit.
   The one feature that sets Ogres apart from other mutants are their ears. They are long and trumpet shaped, jutting out from the upper sides of their heads. Despite the strange appearance of these ears, they can hear just fine.
   Ogres are not by nature evil creatures, unlike what many people would have you believe. They like the simple life, to be left alone to enjoy the pleasures that such a lifestyle brings to them. If found in groups, it is typically a married couple with their children (yes, Ogres believe in holy matrimony).
   However, if pushed, they can be formidable opponents, having great strength and the skill to use many different types of weapons - everything from clubs, swords and axes all the way up to high tech rifles and other such devices.
   Also, if they are pestered, they will often try to intimidate other creatures, usually by being gruff and somewhat verbally abusive, resorting to the occasional roar to try and frighten other creatures away.
   But if someone actually does try to befriend an Ogre, they are often willing (albeit sometimes reluctantly) to return the friendship and they are then loyal to a fault. Even if the person (or creature) tends to be annoying or have strange personality traits.
   Ogres can be found in almost any type of terrain, but they prefer to live in temperate to tropical swamps, usually because they don't have to deal with too many neighbours because of their choice of location.
   Some people find their choice of diet to be rather - unsettling. They like to eat things such as slugs, insects, eyeballs and similar items that most civilized creatures would find repulsive. It is not known if this is because of a genetic mutation or if it is simply choice. After all, they can enjoy regular food as well.

Mutations: Bizarre appearance (green skin, odd shaped ears, bald with the exception of females) increased physical attribute (strength), Obese.

Non movie version: GM's might want to make these mutant's Cannibals, who need to feed off other humans or mutant humans (after all, they do like their eyeballs!). Also Regeneration might be a good choice as they are quite hearty. Finally, a modified version of Shape Change or Metamorph, for females only, that allow them to appear to be beautiful human women during the day, but at night they revert to their true Ogre appearance. These would make good monsters, if the GM makes their alignment Chaotic. Also, their 'roar' could easily be substituted for the Shriek mutation.

Source: Shrek (2001)

Edit notes: Added Shriek as an optional mutation.
« Last Edit: June 04, 2010, 09:13:13 AM by Outlander » Logged
Derek Holland
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« Reply #8 on: June 04, 2010, 10:07:31 AM »

Regenerative capacity isn't what I would give them- bulk (+10 hp or DR 5/-) would make more sense.

I love the shapeshifting version.
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« Reply #9 on: June 04, 2010, 12:12:04 PM »

Quote
Regenerative capacity isn't what I would give them- bulk (+10 hp or DR 5/-) would make more sense.

Which creature are you referring to? I wasn't seeing one in this thread with regenerative capacity ...
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Outlander
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« Reply #10 on: June 04, 2010, 07:36:47 PM »

Quote
Regenerative capacity isn't what I would give them- bulk (+10 hp or DR 5/-) would make more sense.

Which creature are you referring to? I wasn't seeing one in this thread with regenerative capacity ...

Derek was referring to the Ogre. Hey, each GM could do what they wish, after all, that was in the non movie version. =)

I don't know if I will have the time to write up anything tonight, as my family and I have to do the house work, then I need to mow the lawn and wash the car, after which my wife and I are thinking of seeing the new SF horror movie Splice.

We shall see what happens.

Chris
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Outlander
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« Reply #11 on: June 05, 2010, 03:35:59 PM »

My wife and I saw Splice last night. As SF horror goes, it wasn't all that scary and thank god there wasn't much in the way of gore. I know some people love gore fests, but personally, I hate them.

I really did enjoy the movie and I do recommend it to anyone who was thinking about seeing it.

Dren, the creature from the movie was actually a very likeable creature. I admit that I felt a great deal of empathy for it.

I won't say anything else about the movie and if you want to watch it, be warned, the description of Dren that I wrote up contains a lot of spoilers.

WARNING SPOILERS AHEAD!

Note: I found a great image of Dren showing off her wings, but the only issue is that it's full frontal nudity and wouldn't be good for the site. Hopefully this image that I posted will be fine.
Dren

No. Enc: 1
Alignment:  Neutral
Movement: 120' (40')
           Fly: 280' (80')
           Swim: 60' (20')
AC: 7
HD: 8
Attacks: 1 stinger or 1 bite or by weapon
Damage: 1d6 plus poison, 1d4 or by weapon
Save: L8
Morale: 6
Hoard Class: I, II, IV, XIV

Named after the original creation, these creatures were a true chimera, created by accident by the Elders in their never ending quest to create new sources for drugs, unique proteins and other such similar creations to help mankind in general.
   Such as nature is, the first creature became the progenitor of a long line of a new, stable race, and a true Chimera it was, having traits from many different animal species.
   When they're first born, they appear as a small, hairless animal like creature with two disjointed legs, tailed, no arms, a very small mouth and two large eyes set in the sides of a large head.
   As the Dren mature, they develop arms and the bodies take on a more human like appearance, although throughout their lives they retain the animal like disjointed legs, tail and have only four fingers on their hands. They do not grow any sort of body hair (with the exception of eyebrows), and the pupil is oddly shaped, being almost cross like.
   These humanoids reach maturity incredibly quickly, growing from the small animal like infant to a humanoid appearing child in a matter of two to three months, and from there to a fully developed adult within six months.
   The drawback to the quick development is despite how intelligent these creatures are, they don't reach mental maturity as quickly, and tend to act childish (despite the consequences) for several years, including the ability to speak, which takes typically six months to two years. Until then, they communicate through hand signals, facial expressions (the human appearing face is very capable of emotional expression), and squeaks, clicks and other animal like sounds.
   Dren have complete reptile like wings that remain hidden in the arms as well as the back until fully deployed, at which time they burst from the limbs and backs, allowing the creatures to be able to glide or fly with incredible speed. These creatures also have smaller organs located on either side of the lungs that activate when the Dren are exposed to water, allowing them to breath water indefinitely.
   Like humans, Dren are capable of the full range of personality and emotions. They can be very loving and caring, while others can be murderous monsters. A lot has to do with the up-bringing from the parent.
   Dren are fully capable of reproduction after six months of age and are able to reproduce with members of their own species, but often look for pure humans to mate with. The gestation of the female Dren is only half that of a human's, although pure human women who mate with the Dren still take 9 months to bring the embryo to full maturation.
   Another odd side effect of the splicing of so many different species of animal is that the Dren often go through a literal sex change. Sometimes it is voluntary, other times not. When the Dren undergo the metamorphosis, they become lethargic and appear to be quite ill. Within hours, the Dren appear to die, but in reality, the body shuts down most of its organs and the rest go into a type of hibernation.
   This usually takes several hours and during this time, the Dren undergo the change, turning fully from male to female or visa versa.
   The Dren have a long prehensile tail which is topped with a stiletto like stinger. The stinger is hidden inside the tip of the tail until the Dren feels threatened, at which time it will appear and even though the stinger doesn't do much damage, it will inject a deadly Class 12 poison.  If cornered the Dren are also capable of defending themselves with a bite, or they can also use weapons but usually rely on their natural weapons or their ability to flee. For short periods of time they can double their movement rates (all of them) and attacks by using a modified version of quickness. This mutation works for 3d4 rounds.
   Even though they don't have much in the line of hit points, they can quickly heal from most non-lethal wounds, including the loss of a limb because of their ability to regenerate. A lost limb will fully re-grow in 7-10 days.

Mutations: Aberrant form (natural weapon - stinger, xenomorphism - amphibian lungs), complete wing development, increased senses (hearing, sight, smell), prehensile tail, metamorph (specialized), quickness (modified), regeneration, toxic weapon (poison on stinger, class 12).

Source: Splice (2010)
« Last Edit: June 10, 2010, 11:23:43 PM by Outlander » Logged
Outlander
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« Reply #12 on: June 06, 2010, 05:55:11 PM »

Strain Vampire: Stage 1

No. Enc: 1d8
Alignment:  Chaotic
Movement: 120' (40')
AC: 6
HD: 7
Attacks: 3 (2 punches, 1 tongue and special, see below)
Damage: 1d4 / 1d4 / 2d6 and infection (see below)
Save: L9
Morale: 10
Hoard Class: None

Thankfully rare in the wastes, but rumour has it how these creatures almost started the apocalypse all on their own still abound. Scholars are unsure if these creatures are the results of the Elders delving into genetic engineering for bio-weapons or if they are something that have existed, lurking in the shadows for millennia.
   The actual creature, the driving force behind the Vampire itself is a tiny, 1 inch long albino worm that needs blood to survive. It can't survive on its own for very long as UV radiation kills it instantly, and it does need a host to live in. If outside a host, it can survive for a few days, if hidden away from direct sunlight or any sort of UV radiation.
   The worm uses its host like a literal vehicle and colony all at once. It initially infects the host by entering the body via an open wound, the mouth, or any other orifice. Once inside the host, it rapidly begins to multiply, feeding on the hosts blood and then literally splitting in two smaller versions of itself, where it rapidly grows while feeding once again.
   All it takes is one of the vampire worms to infect a host and within days, the host is literally taken over. Not through any sort of mind control, but the worms waste begins to re-write the hosts genetic code, changing the host at a genetic level, turning it into the prefect vehicle and colony for the worm.
   Once the worm has invaded a host, the host is allowed a save versus death in order to fight off the worm. If it succeeds, the host's immune system kills the worm and the host doesn't need to make any more rolls.
   If however, the host fails the roll, the worm becomes adapted to the hosts immune system and, as stated already, it begins to feed and reproduce. Over a period of three days the host becomes sicker and sicker, feeling lethargic, and appears to develop infection in the throat.
   During this period, the eyes turn pure black, and sink into the head, and the skin becomes a deathly white pallor, with what appears to be bruising around the eyes, and many veins on the body become black and pronounced.  On top of these changes, the host also begins to lose all of its body hair and other portions of the anatomy begin to wither and eventually drop off (ears, reproductive organs etc.).  If cut, the hosts blood noticeably changes as well, thickening and gradually whitening as more and more of the worms take up residence in the body.
   Note anyone foolish enough to ingest the hosts blood have to immediately save or become infected as well.
   Any physical mutations the host once had weaken and eventually disappear altogether. The worms can even change a non-human creature (although these worms prefer  pure humans over any other host) into a humanoid, but in drastic changes (such as an animal), the metamorphosis takes about three times as long to complete.
   During the physical changes, the host grows more and more thirsty, and its throat burns terribly, as if on fire, and nothing can seem to slack the thirst, or the pain in its throat. If, during this period, the host is exposed to any blood, it must make a will power check (roll under its will power on a d20) or be forced to drink the blood. Instantly the thirst will slacken and the pain in its throat will disappear.  Each day the host will suffer a cumulative +4 to its roll against will power.
   All actions taken by the host until it feeds will be at a -3. This includes to hit, saving throws, skill checks (if the GM uses any skill system), all physical damage will be reduced by 25% and its AC will be reduced by 2 points.
   Once the three days are up the new prehensile tongue has fully developed and the throat appears to be swollen, and the jaws can become unhinged to allow the tongue to shoot out from the host. The reach of the tongue is 10'.
   Even if the host hasn't finished the physical transformation, the worms take over the mind of the host, effectively killing it. Once this happens, the host will only seek out to feed and protect itself from sunlight (or any manner of UV radiation). The worms can access the memory of the host and use it to bring them to more fertile feeding grounds, and the worms take a perverse pleasure in going after the hosts original family (if any).
   Once the host reaches this state, it will only use its hands to try and bring down a victim (beating on them), or it will use its new prehensile tongue like a ranged weapon to attempt to feed off (and in the process, infect) a new victim. The initial hit from the tongue causes 2d6 damage and once it has latched onto a target, will continue to drain 1d6 hit points of blood pure round. Any damage the Vampire has taken is healed by the blood that it drains from the victim.
   The tongue, once it has latched onto the victim, can only be removed by making a successful strength check (d20, rolling under the strength score), or by cutting it off. The Tongue has an AC of 4 and requires 10 points to sever.
   If the Vampire has its tongue severed, it will immediately attempt to escape from its original victim. The tongue will regenerate within 3-5 days.
   These creatures, if exposed to sunlight or any sort of UV radiation (UV lasers included) will suffer 5d6 per round of exposure (or in the case of UV based weapons, double damage).
   Although conventional weapons will kill them, the worms will attempt to escape the host, and have a movement rate of 9' (3') and can climb on any surface. They will attempt to clamour over any near by creature in an attempt to infect them (through open wounds or orifices). They can also burrow into the ground in an attempt to escape sunlight. A host killed will release 3d20 of these worms and are really only dangerous to the un-aware (stepping on them will kill them).
   It is said that once the host has been controlled by the worms for 30 days, the last changes have taken place and the worms develop into a hive mind, which replaces the hosts mind entirely (but they retain the hosts memories). These are the rumoured stage 2 Strain Vampires.

Mutations: Aberrant form (natural weapon - prehensile tongue), albino, bizarre appearance (no ears, no reproductive organs, eye color change), genetic replication (from Creatures of the Wastes, by Derek Holland), regeneration.

Source: Book 1 of The Strain Trilogy by Guillermo Del Toro (2009)
« Last Edit: June 07, 2010, 07:29:51 PM by Outlander » Logged
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« Reply #13 on: June 07, 2010, 10:42:20 PM »

Mutant Coelacanths


No. Enc: 2d8
Alignment:  Chaotic
Movement: 90' (30')
           Swim 180' (60')
AC: 3
HD: 5
Attacks: 4 (claw, claw, bite, tail slap)
Damage: 1d8 / 1d8 / 1d10 / 1d6
Save: L5
Morale: 5
Hoard Class: VI

Wasteland Scholars are at odds as to the original origin of these mutant fish-men. The only thing that they can agree on is that they were the product of genetic tampering by the elders in one form or another.
   Some believe that they are the descendents of Coelacanths, which mutated after consuming genetically modified Salmon and managed to gain a toehold as a species before the end.
   Others argue that they are the descendents of criminals who were subjected to massive genetic engineering by the elders to be used as underwater shock troops. Either way, these creatures have managed to survive the end that nearly destroyed the elders and have managed to not only thrive, but spread across the oceans and even managed to reach in land to larger bodies of water.
   Mutant Coelacanths, no matter the actual origin, have a human level intelligence and just plain evil. They love to terrorize small communities along the shores and, like something out of a elders B-rate movie, capture pure human and mutant human women, which they take back to their underwater lairs to be used as breeding stock and eventually food.
   Their lairs are always hidden away in underwater caverns or wrecks of ships or other such locations, places where the mutant's can create air-bubbles in which they can keep their breeding stock alive.
   These creatures simply 'mate' with their captives whenever the urge hits, which unfortunately for the captives, is quite often. Eventually the 'seed' takes and the women are impregnated.
   Gestation for the mutant's 'Fry' are only 30 days, at which time 1d6 will begin to eat their way out of the mother, killing her in a horrible, painful manner. These 'fry' never stay with the tribe, always taking off as quickly as they can, as their fathers will attempt to consume them.
   Occasionally, the offspring of these creatures end up having new mutations. The GM should roll an additional 1d4-2 mutations when creating these creatures.
   The mother's mortal remains are simply eaten by the rest of the tribe and they then head out to find another female to replace the one they lost.
   Some of these creatures have been seen using primitive weapons, but no one has ever seen them use artifacts. The most probable reason is that they simply can't wield these weapons due to their clawed fins.
   It is most likely because of this drawback, the Mutant Coelacanths typically raid only seaside communities that don't have access to artifacts. After all, they do prefer to attack in force and if they find that the opposition is too difficult to handle, they will retreat back to the ocean. They are a very cowardly species.
   Mutant Coelacanths who are injured during a raid often are set upon by their own, and are quickly dispatched and eaten, often times without being dispatched.
   If a tribe drops below five members, the Mutant Coelacanths will instead of attempting to devour the fry, will allow several to stay with the tribe. These young grow quickly, reaching maturity within six to nine months. No one knows how long these creatures will live, as they are typically killed during raids, or by their own kind.
   On the occasion, an individual member of the tribe will find something (other than an attractive female) that catches their eyes during a raid. They will end up taking the trinket back to their lair with them and display it, along with other items that have been taken over the years.
   Particularly cunning (or just lucky) tribes can often build up quite the stash of artifacts and valuables.

Mutations: Aberrant form (natural weapons - claws, thick tail; xenomorphism - humanoid traits, amphibious lungs), echolocation, increased sense (taste, sight, smell), natural armour (rubbery skin with thick scales)

Non movie version: The GM should add chameleon epidermis (only under water) and dermal poison slime

Source: Humanoids from the Deep (1980) and (1996)

Edit notes: Added a hoard class since it was missing.
« Last Edit: June 12, 2010, 11:52:23 AM by Outlander » Logged
Outlander
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« Reply #14 on: June 09, 2010, 10:14:35 PM »

The Max


No. Enc: 1d8
Alignment:  Neutral
Movement: 90' (30')
AC: 6
HD: 5
Attacks: 1 (bite) or 2 (claw / claw)
Damage: 2d8 / or 2d6 / 2d6 (Special, see description)
Save: L7
Morale: 10
Hoard Class: None

The Max is a fairly common mutant dog found throughout the wastes. It is widely know that these creatures are the direct result of genetic manipulation by the Elders before the world as they knew it was destroyed.
   These creatures were bred to be highly intelligent and have several different traits that were not found in most canine species of the day.
   First and foremost is the fact that they have human level intelligence and even though they can't speak any language, can easily understand multiple languages, and are able to communicate with one another through complex body language.
   These creatures do not accept masters. They do however make friends with many different creatures and once the bond of friendship has been established are very loyal to those they have befriended.
   They do often live in harmony with smaller tribes and have been known to live in even larger communities, where they are often hired as guards or in some cases other jobs, as long as some manner of communication is possible. They have no need for any sort of money and typically take payment in food or simple luxuries that would make their lives more comfortable.
   Physically, they are about the size and general appearance of a pre-end Rottweiler.  They stand typically about two feet in height and are about four feet in length, and weigh in around 150 pounds. They are heavily muscled but unfortunately not quite as fast as their genetic ancestors, the musculature having clearly slowed them down.
   Also, these creatures typically live as long as most humans (those who aren't killed by the violence of the mutated world), instead of the typical 10-12 years which was the average life span of their ancestors. Females reach sexual maturity within 2 years (later than their ancestors) and the pups (1-6) are typically born three months later.
   These dogs have several different mutations that allow them to be not only formidable fighters, but hunters as well. They are able to control light, turning invisible at will, and for short periods of time they can greatly increase their strength, which allows them to produce a bite or claw attack that can quite literally rend metal.
   Another trait that is not found in most canines is the fact that the Max are able to climb just like a cat, and this is because of the retractable claws they possess (unlike the non-retractable claws of their ancestors).
   Finally, if really agitated or facing a foe that is far stronger or deadlier than they are, these dogs are able to urinate a powerful acid. This acid does 6d6 points of damage on the initial round (a successful ranged attack roll is required) and continues to burn, losing 1d6 per round until it finally dies away. So, on the second round it would cause 5d6, the third 4d6 and so forth. The Max can only use this toxic attack once per day and they are not immune to it, so they have to be careful of splash.
   The Max are typically found in small packs, with a single male as the Alpha, and the rest either a mate and offspring, or possibly even just a pack of siblings.

Mutations: Aberrant form (natural weapons), body adjustment. control light waves, increased physical attribute (strength),  increased balance, increased senses (hearing, smell, taste), night vision, toxic weapon (acid urine).

Non movie version: A couple of suggestions would be to give the Max neural telepathy and even natural armour and to increase the hit dice.

Source: Man's Best Friend (1993)

Edit notes: Added none to the hoard class (it was missing).
« Last Edit: June 10, 2010, 11:06:21 PM by Outlander » Logged
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