The Lovecraft That Dare Not Speak Its Name — Part 1

The Lovecraft That Dare Not Speak Its Name — Part 1

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Many years ago, by virtue of the fact that I am a writer and perhaps more importantly an editor, I acquired the ability to pretty reliably tell the gender of an author simply by reading one or two paragraphs of his or her work.

Within the past few years, I learned that I could also pretty much tell not just the gender of a writer but their sexual orientation as well. 

The third stage in the Graboid life-cycle, this creature is the egg-layer. Like the African version of the Graboid, this creature is considerably larger and more dangerous than its North American Cousin.

This version of the monster stands at around seven feet in height, and weighs in excess of 1000 pounds. It still possesses the long, powerful legs and wings, but unlike it’s cousin from the America’s, the head is not shaped similar to that of the Graboid. Instead this one has a circular mouth filled with inward pointing teeth.

As aggressive as the American version of this creature is, the African version is even more so. Especially when it comes to anyone entering their territory or threatening the nest.

The creatures lay 2d8 eggs each, and stay with the nest, guarding and protecting it from possible harm, even after the eggs hatch and release the infant Graboids. Anyone foolish enough to try and remove eggs from the nest will be ruthlessly hunted and destroyed. To make matters worse, the creatures will also attack any family or close relations to the violator, as long as they have had a chance to sample the DNA, which they will use to track the offender’s family down. The creatures will kill and consume all members of the offender’s family for revenge, even if they get their eggs back.

As with their cousins, these creatures can use an explosive chemical mixture as a weapon. Any creature caught directly behind the creature (within 45 feet long by 10 foot wide corridor), can be injured or killed as it launches into the air. The chemical reaction is very hot and will easily start flammable materials aflame. This flame will cause 12d6 points of damage. The victim is allowed two saving throws. The first is to dodge out of the way (requiring a save versus energy). If it succeeds, the victim takes only half damage. The second is to avoid catching fire, (not required if the first save succeeds). The save is against energy again and if this fails, the fire will continue to burn for 1d4 rounds, inflicting 4d6 points per round. It can be doused by water or any flame retardant chemical. Also, any flammable material must save versus thermal (see Wisdom from the Wastelands issue 1) or burst into flame.

Mutations: Aberrant form (extra parts, natural weapons, xenomorphism), complete wing development, natural armor, sonic shout, thermal vision, toxic weapon (explosive gas), vision impairment (drawback).

Source: Tremors: Bloodlines (2015)

No. Enc: 1d4
Alignment:  Neutral
Movement: 90' (30')
                    150' (50') Fly
                     60' (20') Jump
AC: 3
HD: 16
Attacks: 1 Bite or 2 stomps or wing slash or ass blast
Damage: 5d6 or 3d10 / 3d10 or 3d6 or 12d6
Save: L16
Morale: 10
Hoard Class: None

No. Enc: 1d4
Alignment:  Neutral
Movement: 180' (60')
AC: 0
HD: 30
Attacks: 1 Bite or special (see description)
Damage: 8d6 or special (see description)
Save: L20
Morale: 10
Hoard Class: None

 No. Enc: 4d4
Alignment:  Neutral
Movement: 90’ (30’)
60’ (20’) Jump
AC: 4
HD: 1
Attacks: 1 bite or sonic attack
Damage: 1d4 or see below
Save: L2
Morale: 4
Hoard Class: N/A

No. Enc: 1
Alignment: Neutral
Movement: 120’ (40’)
Armor Class: 6
Hit Dice: 9-30
Attacks: 3-10
Damage: 1d6 per pseudopod
Save: L14 (regardless of total HD)
Morale:N/A
Hoard Class: N/A

No. Enc: 1
Alignment:  Chaotic
Movement: 90’ (30’)
AC: 5
HD: 25
Attacks: 1 bite, 2 slams
Damage: 3d6 / 5d6 / 5d6
Save: L20
Morale: 11
Hoard Class:XV (lair only)

No. Enc: 3d6
Alignment: Neutral
Movement: 90’ (30’)
                    150’ (50’) Night
AC: 6 / 3 (night)
HD: 3
Attacks: 1 bite / 2 bites, 4 claws (night)
Damage: 1d8 / 1d8+3 / 1d8+3 / 1d6+3 / 1d6+3/ 1d6+3/ 1d6+3 (night)
Save: L3 / L6 (night)
Morale: N/A
Hoard Class: Incidental

No. Enc: 2d6
Alignment: Neutral
Movement: 90’ (30’)
Armor Class: 6
Hit Dice: 4
Attacks: 2 arms, 1 tongue
Damage: 1d8 / 1d8 / 1d4 plus class 10 poison
Save: L6
Morale: 8
Hoard Class: N/A

No. Enc: 1
Alignment: Chaotic
Movement: 120’ (40’)
AC: 4
HD: 16
Attacks: 2 claws and 1 bite.
Damage: 2d6+4 / 2d6+4 and 3d6+6.
Save: L20
Morale: 11
Hoard Class: I, II, IV, VII (artifacts only, 50%), VIII (any, not just gizmos), IX

No. Enc: 2d12
Alignment:  Neutral
Movement: 90’ (30’) or 1 jump for up to 50’
AC: 2
HD: 1
Attacks: 1 slam or 1 bite
Damage: up to 5d6 or 1d4
Save: L2
Morale: 11
Hoard Class: N/A

No. Enc: 3d6
Alignment:  Neutral
Movement: 120’ (40’)
AC: 2
HD: 6
Attacks: 1 ranged attack or 1d3 melee attacks.
Damage: Based on weapon, or based on weapon
Save: L6
Morale: 8
Hoard Class: Always 1 primitive firearm for each, 1 laser pistol mk 1 for the leader. 1d3 melee weapons per individual. VIII (80%) IX (80%)

No. Enc: 1d8 
Alignment: Neutral Movement: 90’ (30’) ground 150’ (50’) flying
Armor Class: 8 (ground) 3 (flying)
Hit Dice: 8
Attacks: 2 claws, or 1 bite, or one sonic scream Damage: 1d8+2 / 1d8+2 or 1d6 + special, or see description
Save: L8
Morale: 6
Hoard Class: VII, X, XII (x5, 75% for each), XVI (artifacts only, 65%)

No. Enc: 1
Alignment:  Chaotic
Movement: 150’ (50’)
AC: 3
HD: 20
Attacks: 4 legs, two grasps and 1 bite
Damage: 2d8+4 / 2d8+4 / 2d8+4 / 2d8+4 / 1d6+4 / 1d6+4 / 2d6+4 & class 6 poison
Save: L20
Morale: 11
Hoard Class: VIII, X, XIII

No. Enc: 1
Alignment:  Chaotic
Movement: N/A
AC: See Below
HD: 1-20
Attacks: 1 vine, 1 bite
Damage: See Below
Save: L 1-20
Morale: 11
Hoard Class: VII, XXII (x3, 80% for coin, 75% for items)

No. Enc: 1d3
Alignment:  Neutral
Movement: 30’ (10’) Land
                     90’ (30’) Water
AC: 0
HD: 18
Attacks: 1 bite
Damage: 2d6+4
Save: L18
Morale: 11
Hoard Class: N/A

Spell: See Beyond

School divination;
Level Alchemist 5, Cleric/Oracle 4, Druid 6, Inquisitor 4, Magus 5, Shaman 4, Sorcerer/Wizard 5, Summoner 4, Unchained Summoner 5, Witch 5

CASTING
Casting Time 1 standard action
Components V, S, M (an eye ointment that costs 250 gp)

EFFECT
Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates;
Spell Resistance yes

No. Enc: 1d6
Alignment:  Neutral
Movement: 120’ (40’)
AC: 3
HD: 6
Attacks: 2 claws, 1 bite, 1 tail
Damage: 1d6+2 / 1d6+2 / 1d8+2, 1d10+2 and special
Save: L6
Morale: 9
Hoard Class: N/A

No. Enc: 1d4
Alignment:  Chaotic
Movement: 90’ (30’)
AC: 6
HD: 10
Attacks: 1d6 pseudo-pods or by weapon
Damage: 1d6 and special (see below) by weapon
Save: L14
Morale: 8
Hoard Class: VII (80% gold), VIII (85%), XII, XIV (65%), XVI (80% artifacts)

State of the Commonwealth - More Advantages and Disadvantages for Knights-Marshal of the Commonwealth!

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d-Infinity Live! Series 4, Ep. 32: Everything Except Zombies