Monsters -- Levels 8-10



Okay, now the monsters are about to get a lot more interesting. With some of these monsters it may seem impossible to kill them. Well, that is the point. They are legends for a reason. Overcoming them will be a challenge. Try not to take them on solo and you may do alright.


Leprechaun



He's cute. He's tiny. He wears a lot of green, but he does not want to keep you from stealing his lucky charms. He's looking for the gold he claims is his and his alone. And if he finds you anywhere near it, you're in for a world of vicious violence. Lots of folks have claimed they captured a Leprechaun for the three wishes he has the power to grant. But trust us; do not go looking for this little guy. 


Injury: +12

CP: 38

EP: 300

Special

Evade Capture: When a Leprechaun feels threatened they have an advantage of +4 to Escape. 

Three Wishes: If a Leprechaun is captured they will bargain three wishes for their lives. But the wishes will manifest negatively for the captors. If a wish can be spoken in a way that leaves no room open for interpretation the Leprechaun is forced to grant the wish exactly as worded. After all three wishes are granted and have manifested the Leprechaun will vanish. 



Dracula



Yes. The one & only Dracula is running loose in America and you have to stop him. We would say "kill" but can Dracula even be killed? You can try. You probably shouldn't but we're just a book, so what do we know? 


What? You saw Wolf Person and didn't think we meant "Wolf Man"? Have you ever been sued by Universal? The only reason we're free to use Dracula is because he's public domain. 


Anyway, Dracula (who looks nothing at all like Bela Lugosi, Christopher Lee, Gary Oldman, or any other actor who has portrayed him in film and television – that should satisfy the lawyers), has risen from his tomb and has a terrible thirst for human blood. Yes, his tomb was located here in Patriot Springs. You didn't know?


If he isn't stopped he'll take over the United States and establish a New World Order in which citizens are provided free healthcare, fair wages, ethical treatment of animals, clean water, a higher standard of free education, abundant supplies of food and resources, and mandatory two weeks' paid vacation per year. What a jerk. 


Injury: +30

CP: 90

EP: 600

Special

Transformation: Dracula has the ability to transform into a variety of creatures and a fog-like vapor, which include bat, wolf, and rat  When Dracula takes the form of any he has an advantage to infiltrate, conceal himself, and/or escape. 

Resurrection: Upon reaching 0 CP Dracula's body becomes a corpse. However, whatever method was used to kill him is no longer effective once it is out of sight. And by what power that resurrects him is unknown. He will always return. 



Frankenstein's Creature



When Victor created him he had some idea his Creature would be immortal. He knew it was unlikely it could be destroyed completely, but he did think he could freeze it at the bottom of the icy waters in the Arctic Circle. And it cost him his own life. That is one heck of a tragic origin. 


So, yeah. The Creature survived and went on a voracious trek, traversing the globe once or twice before it settled down in Patriot Springs, where it assumed the proper noun Harold and worked as a handyman. He was rather happy and although he never married he did date. Then one night he was walking home when all of a sudden – CRASH! He was struck by lightning. Now Harold is gone and only the Creature remains, rampaging, tearing off limbs from living persons, and avoiding large crowds carrying torches. 


Injury: +38

CP: 89

EP: 550

Special 

Rampage: When losing roughly half of its CP the Creature's injury increases to +48 when it becomes enraged for the remainder of the battle. To determine if the Creature will rampage the Game Master rolls 1d20. A roll over 10 is successful. 



The Fish Man (From That Famous Lagoon) 



Yeah. Copyright worries again. But you get it. This is that "creature" from a very dark lagoon who hasn't been relevant in decades but is still pretty cool to look at but would be terrifying if you had to fight it. 


The story of the Fish Man is one of love and loss. He fell in love with a beautiful woman, and then she wasn't so sad at the loss when she caught a whiff of his natural aroma. He tried charming her but when beautiful women learn you are a Fish Man they tend to overlook your qualities of inner beauty. 


He was captured for a time and humiliated when he was put on display for public viewing at a popular theme park. Not liking that experience he escaped into the wilds of the open ocean and never looked back. Until now. Whatever brought the Gill Man – I mean, Fish Man – to Patriot Springs is a mystery worthy of solving by a gang of detective teens and their talking dog. 


Injury: +25

CP: 60

EP: 400 

Special 

Black Water Attack: Using the depths of a body of water the Fish Man shoots up out of that water at great height for a surprise attack. The first opponent it attacks is taken by surprise and suffers maximum injury. This is good for one attack only. 

Black Water Escape: Assuming the Fish Man is near a body of water it can choose to escape. If so it has vanished and its opponents will not be able to find it. 



Extraterrestrial Morpher



So, these guys are aliens and they "morph" after they've laid their eggs inside a living host (usually human), and when they're born they just, like, burst right out of the chest of the host, rendering them dead. Obviously you know what they are without us having to explain them to you any further. If you see their pods, stay away. If you see them young, stay away. If you see them mature, stay away. And if you see their queen? Just don't. Don't see their queen. 


Drone

Injury +20

CP: 60

EP: 1,000


Queen

Injury +45

CP: 100

EP: 2,000

Special

Capture & Impregnate: A drone will first act to capture its opponent. Before a battle starts the GM will roll 1d20. A roll of 10 or higher means the drone is attempting to capture a player. GM decides which player. That player must roll under their Physicality to avoid being captured, after which the battle begins. If roll fails the player is rendered unconscious and the drone escapes with that player as its victim. Other players may attempt to pursue and rescue. Those giving chase must roll 1d20 under their Physicality to catch up to the drone. On a successful roll the players may battle to set their comrade free. If roll is a fail the captured player is lost and impregnated, effectively dead, although in this case the GM can rule whether or not the other players eventually find their lost comrade, probably at the moment of a new drone's birth. 



Extraterrestrial Invisible Predator 



By now you know how this works. Yes. This is that other alien monster who fights the above alien monster in a series of crossover films. It's big and can go invisible, and just one of these guys can easily handle ten of those guys. Also, this guy really enjoys hunting. Like, a real lot. The better a monster hunter you are the more likely this monster will hunt you. And then peel your skin from your bones and display your skull in a bright lit trophy case. 


Injury +40

CP: 100

EP: 2,500

Special 

Invisible Attack: Ever have that feeling you're being watched? You are. In alien-vision. Primarily this monster uses this ability as a means of voyeurism, learning all it can from its intended prey. In some situations it may attack while invisible, although it prefers a fair fight. Before the attack the player may roll under their Intellect. If roll is successful they may then roll under their Physicality. If that roll is successful they avoid the attack and subsequent Injury. If the first roll under their Intellect fails the player is attacked and suffers the Injury. Once the monster has made this attack it is discovered and the battle begins. 



Nail Face (The Pale Guy -- or Gal -- With All the Pins in Their Head) 



Were you aware some monsters used to be people? It's true. Like this guy right here. When this guy opened a puzzle box he was sucked directly into Hell and shortly thereafter became a Prince of Pain. Now he wears masochistic leather, plays with chains, and torments teenagers. 

Injury +30

CP: 85

EP: 2,000


Acolytes (2)

Injury +23

CP: 50 

EP: 1,000

Special

Acolytes: Nail Face is almost always accompanied by a pair of Acolytes who obey his commands. 

Chains: Before Nail Face and his Acolytes appear these chains shoot out of nowhere in an attempt to apprehend the players. Players will roll under their Physicality to avoid the chains. If caught the chains will hold them captive until they can break free. To break free players must roll successfully under their Physicality at the GM's call. The chains are draining. Each roll to break free after their first attempt a player rolls with -1 and continues to subtract with each roll. Ex: the first attempt is a straight roll under their strength. If fail they try again with -1. If that roll fails they roll again with -2. If that roll fails they try again with -3, and so on. Other players may attempt to break their comrades out of the chains applying the same rule if they are not otherwise occupied. If player has been unable to break free they are held captive until Nail Face releases them or is defeated. Once the player is free of the chains, battle begins. 

Puzzle Box: Nail Face carries a puzzle device with him at all times. It is the source of his power and allows him to navigate his way between Hell and Earth, as well as Time and Space. Others may attempt to steal it, but to operate it they must effectively die and be reborn as a monster. 



Possessed Doll Boy (The "Good Guy") 



So, yeah. This monster is exactly who you think it is. When players encounter this monster they will think it is nothing more than a talking doll the size of a toddler. Then when their backs are turned it will look for the first opportunity to kill them all one by one in the most horrific ways available to it. 


Injury +20

CP: 100

EP: 800

Special

Surprise Attack: Players will not believe this doll is a killer and they must play the part believably. The only way they are allowed to play with that knowledge is to see the doll in action with their own eyes. If other players tell them the truth they must continue to play as if they do not believe it and now be concerned their friends are going insane with fear. This rule firmly in play the monster will attack each player one at a time at moments when they are either alone or else a distance of no less than 30 ft from the group. With this attack the monster causes Injury before the player is aware they were attacked. However, once they have taken Injury the battle begins one on one only. The player may call out to the others and the GM must roll 1d20. A roll of 11 and over is successful and the other players may join the battle, but before they arrive to assist their comrade the monster has the opportunity to escape. 

Escape Bonus: When rolling for an escape the monster has +2 advantage. 

Soul Transference: Did we say there was no magic in this game? Nah, yeah. We lied. Sometimes there is magic, but not the kind of magic accessible to players. This little monster may transfer its soul into the body of another host, either willing or not, but the spell must be conducted by means of a certain ceremony known to it under specific circumstances. The transference may be into either one host or scattered into several. The monster's traditional MO has usually been into the bodies of other dolls similar to the original. 



The Dream Man (Who Was Burned Alive by a Mob of Angry Parents) 



"One, two, this monster is coming for you." Well what kind of game about monsters would this be if we didn't include the heavy-hitters? 


Injury +25

CP: 90 (in dreams) 6 (in reality) 

EP: 900

Special

Sleep Attack: While a player is sleeping this monster will attack, appearing as all manner of nightmarish threats. Only in dreams is this monster so powerful. If players are able to bring the monster into the world of their reality it only has 6 CP and cannot use its dream magic, therefore it will attack to kill players in their dreams. If it is killed the monster will regenerate to manifest again in the dream world. 



Camp Slasher (in a Hockey Mask) 



A very long time ago a tribe of First Nation Indeginouus People were brutally slaughtered. With his dying breath their Medicine Man cursed the land through their spilled blood. A century later the valley where the genocide took place was flooded in preparation for building surrounding communities. It became known as Glass Lake. Not as fancy as "crystal" but you can understand why. Even later a summer camp for children was established on the banks of the lake. The camp's cook couldn't afford a babysitter so she brought her special needs ten-year-old boy with her to work. The camp counselors said they would watch the boy, but two of them were too busy "partying" and the unattended little boy drowned in the lake which sat directly atop the cursed land. Mommy was quite upset and took her revenge by slaughtering any teenagers who partied where her little boy drowned. She was good at the killing thing but not very good at not getting killed thing. And so, the teenager who killed the vengeful mother thought it was all over and she was safe and sound and could go on living her life. But, no. Turns out the waters of that lake have resurrection powers, and the little boy who drowned came back much older and bigger than when he went in, took his own revenge, claimed the head of his mother to make a shrine in her honor, and now continues slaughtering anyone too stupid enough to visit Camp Glass Lake. You know his name. We all know his name. But if we write it in this book we will get sued for infringement. 


Injury +90

CP: 300

EP: 1,500

Special

Summon Slasher: There are any number of acts that will summon the monster. To begin with, players must be in the area of the lake, the most affected area being the camp itself. Before players encounter the monster it will be submerged beneath the waters of the lake. When they arrive in the area the monster is disturbed, yet not quite awakened. The most effective way of summoning the monster is for two teenagers to "party". We will take for granted you understand what we are insinuating. Other means of summoning the monster include but are not limited to: gathering around a campfire to tell stories about the slasher, disturbing the shrine of his mother conveniently located in the deepest darkest part of the surrounding forest, and watching old-timey adult movies on 8MM film. All in all, despite how curious one may be, just stay away. 

Brisk Walk: While victims are fleeing for their lives, running and screaming in desperation, the slasher will walk at a brisk pace and catch them no matter how far ahead they are. 

Teleportation: The slasher can disappear when out of sight and suddenly appear at a destination of its choosing while on camp grounds or in the surrounding area of the lake. 

Inhuman Strength: Imagine Superman as a slasher. Yeah. 

Resurrection: Do we really need to explain this? Alright then. When the slasher has reached 0 CP it will drop dead. If players do not disturb the corpse it will return to life once they have turned their back on it with a mere 10 CP. It can do this up to three times. If the slasher has died in the lake or else been thrown into the lake after its death, it will return with its CP fully restored. On the other hand, if at any point the players do disturb the corpse to destroy it, whatever they do will only be temporary. The slasher will regenerate at the bottom of the lake. It's already dead. You can't kill what's already dead. 

Note: If a player dies and their party wants to try resurrecting them in the lake, let them. Their friend will return as a monster with the same abilities as the slasher that the GM controls. 



Giant Carnivorous Worms



Out in a nearby desert-like region farm equipment, vehicles, and heavy machinery is vanishing with local residents still inside and the sheriff has no idea what's going on. Turns out giant carnivorous worms are hungry for human flesh. 


Injury: +65

CP: 100

EP: 800

Special

Vibration Sense: A giant carnivorous worm can sense movement for up to 200 ft. If players are in the area of the worm it will know their location. 

Massive Sink Hole: The worm creates a hole by which to swallow a group of opponents (up to 5). When the sinkhole opens each player must roll under their own Physicality. Those who fail are swallowed and die. Create a new character. This special attack is only good once per battle. 



Bigfoot



Ya know, it really hurts Henrietta's feelings that no one knows her name. She got her foot caught in a hunter's trap and it swelled up that ONE TIME and ever since then people have been calling her Bigfoot. Now she can't step outside her earthy hut without reality shows trying to catch her in very unforgiving positions while she tries to collect berries and fish for breakfast. She's had enough, so if you go hunting for the North American Great Ape, Henrietta may just put her big foot up your proverbial butt. 


Injury: +60

CP: 100

EP: 1,000

Special

Camouflage: Bigfoot has the uncanny ability to hide in plain sight, so long as she is surrounded by the woods. If she's out in the open then no, the camouflage ability does not work. That would be stupid. But with this ability Bigfoot can escape at any time she chooses without having to make an Escape roll. She can also hide for as long as she chooses without being detected, assuming she remains quiet. If players are actively searching for her they may make a roll under their Intellect. If successful they will still not see her directly but will have some idea of the general area in which she is hiding. A battle begins only after Bigfoot has attacked or the players have threatened her into attacking. 

Superior Strength: Self-explanatory. 



Chupacabra



Okay, so these little monsters look like ugly emaciated Chihuahuas and have a powerful thirst for the blood of goats. And while goat's blood is their preferred diet they can get by on a steady diet of the blood from just about any creature smaller than itself; chickens, cats, rodents, and all manner of fraggles. Why just the other day we were witness to a chupacabra attack on a small village of smurfs. It was a slaughter. 


You would think that little buggers like these murderous monsters of tiny mayhem would flee at the threat of discovery. You'd be wrong. A threatened chupacabra will bite your face off. If they could. We don't know, we've never actually seen anything like that but if someone told us they saw it we'd believe them. They are vicious. 


Injury: +30

CP: 65

EP: 500

Special

Leaping Attack: The chupacabra will rear back on its hind legs and leap up to attack its opponent's face. If a player is attacked this way they may roll under their Physicality. If roll is successful they have fought the chupacabra off and do not suffer an injury. If roll fails they suffer 50 points of Injury. 

Escape Advantage: When rolling to escape the monster gets an advantage of +5. 

Quick Drain: When they latch on to drain your blood you may roll under your Physicality to break free. If you fail you are drained of blood and reduced to 1 CP, after which the monster will flee. If your roll is 1 you are dead. 



Gigantopithecus (Giant Gorilla) 



So, yeah. Here's the thing: This monster is a giant gorilla who has been an American icon of movie monsters since 1933. We just can't print his name here, even though RKO is no longer around. Do with that what you will. 


Injury: +200

CP: 2,000

EP: 5,000

Special

You want special attacks? It's a giant gorilla. It smashes things. And if you believe the original 1933 film it eats villagers. 

Rage: When angered this big boy causes +600 Injury. How's that for a special attack? 



King of the Monsters (yes, really!) 



If the moniker and the previous monster wasn't a dead giveaway let's just say this giant nuclear-powered immortal lizard is more than capable of killing everything in sight. That's right. You and your friends have been total jerks to the Game Master and it's earned you the honor of a TPK. That's Total Party Kill. Unless your GM has a very specific custom adventure in mind the only reason you should ever hear the mighty death roar of His Majesty is because you've done something to royally tick off the GM. And if you do hear that death roar just throw yourself on your sword and create a new character. You're dead already. 


Injury: +1,400

CP: 30,000

EP: All (if you can kill this monster you can have all the Encounter Points).

Special

Really? You have to ask? Okay. Everything you see in all 37 films (and counting). There's a reason this monster is the king. It's good to be the king. 


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