Category Archives: Monsters

Murderous Mutant Tomatoes

This is part adventure and part session notes from my Mutant Crawl Classics game. I ran this a while ago while we (Kickstarter backers) were waiting on the PDF’s of the adventures to be released.  So take it as you will.

Background:

King Roma is crazed plantient set on revenge against the murderous meatbags of the world.   He had discovered a data cube of the Ancients and learned (misinterpreted) the dark secrets of the Ancients.  They had kept plantients as food; raising them in things called farms or gardens. There were some Ancients who were so vile that they ate only plantients.  These atrocities must be avenged.

The Set Up:

I ran this after the PC’s were returning to their village after going through their 0-level funnel.  They found the village had been attacked and ransacked and that all of the villagers were missing. It was pretty easy for them to find the trail and start tracking the raiders.

The Monsters: Here’s the stat’s for the main monsters for this whole thing.

  • King Roma: Init: +1; AC: 16; Atk: +2; DMG: 1d6+1 Action Die: 2d20; HP: 35; Saves: Fort: +4, Ref: +4, Will: +2; Special: None
  • Cherry Tomato Concubines: Init: +1; AC: 11; Atk: None (See Special); DMG: None Action Die: 1d20; HP: 6; Saves: Fort: +1, Ref: +2, Will: +1; Special: Aura of Misfortune: When a character attacks or uses a Mutant Power against a Concubine or King Roma, the character must roll under their current Luck score on a d20.  If successful then the action proceeds as normal. If the character fails the Luck check then it is assumed that the character rolled a Natural 1 on their attack/Mutation Check. Run with it.
  • Garden Variety Goons: Init: +1; AC: 12; Atk: +1; DMG: 1d4 Action Die: 1d20; HP: 6; Saves: Fort: +0, Ref: +0, Will: +0; Special: Pack Tactics like Manimal Class.
  • Beef Steak Brutes: Init: +1; AC: 12; Atk: +3; DMG: 1d8 Action Die: 1d20 or 2d16; HP: 18; Saves: Fort: +2, Ref: +2, Will: +1; Special: None
  • Heirloom Shaman: Init: +1; AC: 14; Atk: +0; DMG: 1d4 Action Die: 1d20; HP: 6; Saves: Fort: +0, Ref: +2, Will: +2; Special: “Spells”: Poison Dart, 2d4 damage, DC:14 Fort Save for half damage; Ketchup Slick: DC:12 Ref Save or fall prone and needed to move; Tangle Vines: DC: 10 Ref Save to avoid, DC: 12 STR check to break free.

The Village: I just drew the map as I needed during play. There are four building in the village. I also kind of just made up the numbers of opponents based on the party.

  1. The Green House:  Divided into two sections. One is the common room.  Here are Goons, Brutes and at least one Shaman. The Nursery section contains a Nursery Bot: Init: +2; AC: 14; Atk: +0; DMG: 1d5 Action Die: 1d20; HP: 36; Saves: Fort: +4, Ref: +0, Will: +2; Special: AI Recog: 19. and a Control Panel. If the PC’s mess with the Control Panel, they release the super fertilizer toxic goo. The goo has the following effects:  Any Plantients roll as if they had suffered Radburn. All others must make a DC: 14 Fort Save or suffer 1d5 damage.  The toxic goo acts as Cortexin (See Museum at the End of Time) but only on plants. This animates the Baby Tomato Swarms: Each Swarm has:  AC: 11; HP: 8; Saves: Fort: +0, Ref: +0, Will: +0; Special: Non Area Effect Weapons do 1 HP of damage. When a character is “attacked” by a swarm, attempt DC: 11 Ref save or take 1d3 damage.
  2. The Garden Shed: Here be artifacts. Vibro-Plasma Chainsaw: does 2d8 damage; uses 1d16 for initiative;  increase wielder’s Fumble Die by one die step. Wonder-Gro Fertilizer: Heals Plantients of 2d4 damage; all others DC:14 Fort Save or take 2d5 damage. Golpher Grenades (crude plastic figurines of a common burrowing rodent): 3d6 damage in 20 foot radius; DC: 12 Ref Save for half damage. 3 C-Cells.
  3. The Smoke House: Filled with hanging smoked meat. Player A: Nope the villagers aren’t here. Player B:  Uh, I think we just found the villagers. Player C:  Oooh BACON! Rest of the Party: Ewww.  Manimals…
  4. King Roma’s Hot House: This is the boss fight. King Roma, Concubines, Shaman and some Brute Bodyguards.

Enjoy!

Psychic Riding Cockroaches

A little slow on getting this one posted but here’s what I gave the player characters for mounts. They had to earn them thought.
Psychic Riding Cockroaches These large beast scurry about the wastelands in small herds of 3d6 creatures. They are generally non-aggressive and tend to flee at the first sign of any danger. Legends say that the strong willed can tame the beasts and use them as mounts.
Init: +2; AC: 11; Atk: +1; DMG: 1d3 Action Die: 1d20; HP: 20; Saves: Fort: +4, Ref: +2, Will: +2
Special: For their action, a character may attempt to form a psychic bond with a cockroach and turn it into a loyal (as loyal as a cockroach can get) mount. The character must be within 3 feet of the roach and succeed on a DC: 14 Will Save. On a failure, the roach gets a free attack on the player. If the player rolls a Natural 1 then interesting things happen then a psychic resonance effect occurs. The cockroach squeals and it’s head explodes causing 1d6 damage to the character (DC 10 Reflex Save for Half Damage) Also, the character must make a DC 10 Fort Save. If the successful then the character has a splitting headache (-2 to all rolls) for the next 2d6 hours. If the Fort Save fails the following happens. If the character is a Mutant, Plantient, or Manimal then they immediately gain the Taller and Carapace mutations. If the character is a Pure Strain Human then the character is transformed into a Manimal, Subtype Cockroach.

Mutated Dinosaur Skeletons

A gang of monsters inspired by Museum at the End of Time and a few other things. First, I grabbed up a pack of cheap dinosaur skeletons on Amazon. Because you can always use dinosaur skeletons. Looking ahead to Tomb of Annihilation. But any way, here’s some of them with regular mini’s for scale.

Now here’s the stats.
Common Stats:
Init: +2; ATK: +2; AC: 12; HP: 16; Saves: Fort: +2, Ref: +0, Will:+2
Specific Stats:
Laser Rex:
Bite: 1d20; DMG: 2d5; SP: Severs Limb on a Crit.
or
Laser Eyes: 1d20; DMG: 2d6; Range: 100 feet

Mega-Stega-Spiny-osaurus:
Bite: 1d16; DMG: 1d6; and Tail Sweep: 1d16; DMG: 1d8 plus make a DC: 12 REF Save or be knocked 2d6 feet in a random direction and knocked prone.
or
Bone Spikes: 1d20; DMG: 1d6; Range: 60 feet

Tundrotops (Bonus points if you get where I was inspired for this one.):
Gore: 1d20; Damage: 2d8
or
Stone Bullets: 1d20; Damage 1d8; Range: 60 feet

Stiletto-Dactyl:
Stiletto Wings (2x): 1d16 (each); DMG: 1d6
or
Sonic Screech: DMG: 1d6 in a 30 foot line. Make DC 10 Fort Save for Half Damage.

So yeah. I’m really having a great time with Mutant Crawl Classics. The party is almost done with Museum at the End of Time. That means it’s time to start brainstorming at what to throw at them after that. Oh, I have some ideas. Stay Tuned for those.

Maggot Jerky and Fire Ants

A couple more monsters from my Mutant Crawl Classics game. I had intended for these to be random encounters after the party had finished Museum at the End of Time but they decided to rest and forage after glowburning a bunch of points. So it was scribble down the notes in my head and run with it.

Fire Ants (because I’m in Texas): Init +1; Atk Mandibles +2 melee; Dmg 1d6; SP DC 12 Ref Save to avoid 1d3 fire damage each round until save is made; HP 6; MV 30; Act 1d20; SV Fort +2, Ref +2, Will +2
Huge, aggressive, and territorial. Plus they tend to carry off any fallen characters to their mound for later consumption. So if you want roll over your buddy’s body, you may just have to fight the ant(s) again.

Giant Radioactive Meat Maggots: Init +1; Atk +2 bite; Dmg 1d6 + 1d6 Radiation damage (DC 12 Fort Save to avoid radiation); HP 12 (1/2 Damage from blunt/bludgeoning weapons); MV 25, SV Fort +4, Ref +0, Will +2
Gigantic mutated maggots that are usually found inhabiting the corpses of megafauna found in the wastelands. While they survive on carrion, they love fresh meat (like player characters).

Player characters being player characters asked after dispatching the maggots, “Can we eat those?” And so Radioactive Maggot Jerky was born out of the judge coming up with something interesting off the top of this head.

Radioactive Maggot Jerky
Eating a single day’s ration causes no ill effects but a character may gorge themselves and eat two days worth Maggot Jerky rations and have some special effects.
Pure Strain Humans: It’s bad. Take 1 HP of damage and gain no benefit from rest for 1d3 days.
Mutants, Manimals, and Plantients: Take 1 HP of damage. Roll an unmodified d20. On a 1 or 2, the character gains a defect. On a 19 or 20, the character rolls on the appropriate Radburn table for the character’s class.
There you go. Maggot Jerky. Only in the crazy world of MCC.

Chainsaw Locust

A few weeks ago, I had some guys out to cut down a tree in the front yard. They worked fast like a gang of chainsaw locusts. I made a comment about this on the G+ Mutant Crawl Classics Community and folks said it should be a monster. So I did and threw them into my 0 Level funnel. They proved quite interesting against a mob of mutated meatbags.
Chainsaw Locusts are “small” (about 8 inches long) mutated flying insects. Their most outstanding feature are their mandibles which appear and work like a pair of tiny chainsaws ripping through flora and fauna with little effort.
Chainsaw Locust: Init +1; Atk bite +1; Dmg 1d3; AC 12; HP 9; MV 15′ (30′ Flying); SV +1 Fort, Ref +2, Will +0; AL N; Special: On a Crit, the Chainsaw Locust burrows into the flesh of the target automatically causing damage each round. Additionally,they use 1d7 for their Crit Die.
Yep, pretty nasty against 0 Levels. I rolled poorly so there weren’t any crits but there were a couple of deaths. I’ve more crazy ideas for monsters but I’ll post those after I throw them at the player characters and see how they work out.
As a side note, I’m becoming the “DCC guy at the FLGS”. I suppose that’s a good thing. I should start getting my schedule together and seriously think about the World Tour.

The Octobrain

Last session I threw this little beastie at the party at the finale of Doom of The Savage King. I stuck in the Jarl’s head. So here you go terrorize the PC’s with the Octobrain.
Octobrains are mysterious and ancient race bound to the forces of Chaos. They appear as a writhing mass of tentacles with the a brain at the center. Octobrains move by using their tentacles spring, usually towards a new host.

Init: +4; AC; 12; HD: 2d6; HP: 7; MV: 15’ (jumping); ACT: 1d20; SC: Fort: +1; Ref: +3; Will: +4

Atk: Face Hug: Make DC 3d6 Ref Save to avoid or it starts face hugging. On the following rounds make opposed Str Check against Octobrain (+2). If successful then the Octobrain has been removed. If fail then the Octobrain has pried open the character’s mouth, oozed inside their skull and begins absorbing the victim’s brain. The victim 1d5 Int damage each round. When the character reaches 0 Int then the character is dead and the Octobrain is in control and can access all of the dead character’s abilities. Attacks against a face-hugging Octobrain do half damage to the character it is attached to.

Other attacks:
PSI Shriek (once per day) 30 foot radius centered on the Octobrain. Take 2d4 damage. DC 12 Will Save for half.

Brain Bolt: One Target, 30 feet, DC:12 Will Save or take 1d4+1 damage.

Chicken of the Starless Sea

Things have been really busy thanks to the holidays and some real life but I’m still managing to get a little gaming squeezed in. The Dungeon Crawl Classics group just finished up Sailors of the Starless Sea and I thought I’d throw something interesting. I’ll try to do this as spoiler free as possible but just in case you have been warned.
There’s a place in the module where living things get corrupted. The party threw a chicken in there. I decided to have it come back in the aftermath of the adventure. So here it is.

The Chicken of the Starless Sea. An unearthly creature. A featherless chicken with eerie green glowing eyes on the ends of twitching eyestalks.
Init +1
Atk 1d20, melee Chaos Peck (1 HP damage)
AC 11
HD 1d4 (2 HP)
MV 30′
SV Fort +1, Ref +3, Will +0
AL C.
Each day the chicken lays one egg with magical properties. After a day, the first egg becomes a mundane rotten egg.
An elf or wizard may eat the egg as part of casting a spell. The caster gains +1d3 on the Spell Check. If the result indicates any kind of spell failure, the caster losses the ability to speak and can only cluck like a chicken for the next 1d6 rounds. Plus the character suffers any other ill effects of rolling poorly.
1
The players were really excited to level up to first level and keep playing so I didn’t make that many notes about the merry band of adventurers but a couple did really stick in my mind. There’s Nacho the Cleric. Really, that’s enough and so DCC. Plus a very lucky fighter. He has more luck than strength. (I think he has a STR of 13 or so but he does have an 18 Luck). I’ll have more notes after the next session.
Keep those dice a rolling folks.