Kraken
There are those in the wastelands who argue that these creatures are from the same twisted minds that created the various city-killer monsters. After all it is massive, standing at nearly two hundred feet in height and can soak up more damage than an entire armored division. Something so large should have no other purpose but to wreak havoc and destroy entire cities.
This creature is strictly water-based. It can come on shore, but it prefers to attack and deal death and destruction in the water. Its favorite prey, bar none, are ships. The larger the ship, the more gleefully the creature will attack. Often it will lay in wait, floating beneath the surface, enjoying the feel of the currents on its flesh until a ship passes over its resting spot. Here it will lash out with the four tentacles, which can easily reach an additional three hundred feet, and wrap around the ship. Sometimes it will squeeze until the ship explodes into splinters and debris, other times it will just pull the ship into the depths, and use its tentacles to snatch corpses from the wreck to snack on – or grab them as they attempt to swim to the surface.
The mutated descendants of the common Skunk, these creatures are outright terrifying to those who encounter them. They have changed little from their ancestors, except that they are slightly larger, and instead of a pair of white-stripes down their back, they have three stripes.
Each specimen is approximately two feet in length, and weigh about ten pounds. They have sharp teeth and claws that are made for digging and pulling apart roots and rotten trunks to get at insects and grubs that are the staple of their diet.
Like their ancestors, when confronted with potential danger, these creatures will turn and present their rear to the attacker, and then shoot out a highly toxic and caustic stream of foul liquid. However, unlike their ancestors whose defensive spray merely stunk to high heaven, the spray produced by these creatures is acidic and highly flammable, on top of the nauseating stench.
When attacked, they can spray this toxic blend at targets up to 50 feet away. This is considered a ranged attack and will affect only a single target. If the attack hits, then the acid begins to work, causing an initial 3d6 points of damage. This damage will be reduced by 1d6 per round until the acid is no longer effective. To make matters worse, if the target is carrying an open flame, or uses any weapon that produces thermal damage, the spray will instantly explode, causing 6d6 damage to anyone in a 15 foot radius from the target. This will automatically neutralize the acid, rendering it harmless.
If that was not bad enough, the target must make a saving throw versus poison or become nauseated from the stench. This will last for 4d6 turns, at which time the victim will finally adjust to the smell. Anyone with the increased senses (smell) mutation suffer a -4 to the save and the duration is doubled!
The spray can be washed off by any sort of liquid that contains citric acid, or even alcohol. If left unchecked, the victim will stink so badly that anyone who comes within 15 feet must make a saving throw versus poison or become nauseated until they leave the area of effect. After that time, the nausea will wear off in 1d4 rounds.
They can use this attack once every three rounds, and have enough toxic spray for 2d4 uses. Their bodies produce enough of the spray to replenish 1d4 doses per day if they use all of the toxic chemical.
The creatures are very curious, and love to sneak into camps and communities to poke around. They are quite adept at opening containers and even doors, allowing them to access any food they might find of interest, or just to satisfy their curiosity. Being nocturnal, they are rarely ever encountered during the daylight.
If taken young, they can be turned into loving and loyal pets, which will never use their spray attack against their masters. Typically they have to be less than three months old in order to be domesticated, although they never do lose their insatiable curiosity.
Mutations: Aberrant form (natural weapons), increased senses (hearing and smell), night vision, toxic weapon.
No. Enc: 1d6
Alignment: Neutral
Movement: 60’ (20’)
Armor Class: 7
Hit Dice: 1
Attacks: 1 bite and two claws
Damage: 1d4 / 1d6+1 / 1d6+1
Save: L1
Morale: 5
Hoard Class: N/A
No. Enc: 1d8
Alignment: Chaotic
Movement: 90’ (30’) ground
150’ (50’) flying
Armor Class: 4
Hit Dice: 6
Attacks: 1 bite (see below) and two wing slaps
Damage: 1d8 & possible swallow, 2d6 and stun
Save: L6
Morale: 8
Hoard Class: Incidenta
No. Enc: 1d10
Alignment: Neutral
Movement: 210’ (70’)
AC: 4
HD: 4
Attacks: 1 wing slap
Damage: 1d6 plus 3d6 acid damage
Save: L4
Morale: 8
Hoard Class: IX (2d4 items of any type), XI, XIII
B5 A3 M1 100 Hits/ 35 Soak
-3x3 Attack -3x3 Defense
Powers:
- Size 3 (3x3 square, +15 Brawn rolls, Damage, Soak; -3 Dice Penalty to hit, defend, Agility)
- Gore or Tail: Natural Weapons 2 (x7+15 Dmg)
- Jurassic Hide : Toughness 2 (+20 Soak)
- Optional Partial Armour +10 Soak, bypassable with an Called Shot
Advantages: Non-Sentience, Never Surrender, Both Ends: The Stegoboarus is equally deadly with its tail or its tusks, and can attack with one or the other each turn.
Total Points: 28
No. Enc: 1d4
Alignment: Chaotic
Movement: 90’ (30’
AC: 5
HD: 7
Attacks: 1 bite and two claws
Damage: 1d6+4 and 2d6+2 / 2d6+2
Save: L7
Morale: 11
Hoard Class: VI, VIII, XIV (artifacts only, 40%)
No. Enc: 2d12
Alignment: Neutral
Movement: 120’ (40’)
AC: 6
HD: 4
Attacks: 2 claws and 1 bite
Damage: 1d6+1 / 1d6+1 / 1d4+1 & infection (see description)
Save: L4
Morale: 11
Hoard Class: Incidental
No. Enc: 1d4
Alignment: Neutral
Movement: 60’ (20’) Land
90’ (30’) Water
AC: 0
HD: 2
Attacks: 1 bite
Damage: 1d6
Save: 2
Morale: 5
Hoard Class: X, XII (70% each coin type)
No. Enc: 5d4
Alignment: Neutral or chaotic (warlike subgroup)
Movement: 90’ (30’)
AC: 4
HD: 16
Attacks: 2 fists, 1 trample, or by weapon type
Damage: 1d8+3d6+4 / 1d8+3d6+4 / 3d6+3d6+8 or by weapon type
Save: L16
Morale: 6 or 11 (warlike)
Hoard Class: I, II, III, VIII (75% 1d6 gizmos, 1d2 artifact weapons)
No. Enc: 1
Alignment: Chaotic
Movement: 120’ (40’)
AC: 4
HD: 18
Attacks: 1 bite, 2 punches, or throwing
Damage: 1d8+3d6 / 1d10+3d6+4 /1d10+3d6+4 or 5d6
Save: L18
Morale: 11
Hoard Class: VI
No. Enc: 1
Alignment: Chaotic
Movement: 90’ (30’)
HD: 8
Attacks: 1 Bite and 2 claws
Damage: 1d10+3 / 2d6+5 / 2d6+5
Save: L12
Morale: N/A
Hoard Class: Incidental
No. Enc: 1
Alignment: Chaotic
Movement: 210’ (70’)
AC: 3
HD: 2
Attacks: 2 claws, 1 bite
Damage: 1d4+2 / 1d4+2 / 1d6+2
Save: L2
Morale: N/A
Hoard Class: Incidental
No. Enc: 2d6
Alignment: Chaotic
Movement: 120' (40') water
300’ (100’) air
AC: 3
HD: 8
Attacks: 2 wingslaps, 1 bite
Damage: 1d12+3 / 1d12+3, 1d6+2
Save: L8
Morale: 6
Hoard Class: N/A
No. Enc: 1d6
Alignment: Chaotic
Movement: 120’ (40’) walking
60' (200') Burrowing
AC: 6
HD: 8
Attacks: 2 claws and 1 bite
Damage: 2d6+3 / 2d6+3 / 1d8+2 and special (see description)
Save: L8
Morale: 7
Hoard Class: Incidental
No. Enc: 1
Alignment: Lawful
Movement: 30’ (10’)
Armor Class: By Armor
Hit Dice: 4
Attacks: By weapon or mind thrust twice a round
Damage: By weapon or 6d6+6 / 6d6+6
Save: L1
Morale: 5
Hoard Class: 1 suit of artifact armor, 1d2 ranged high-tech weapons, VII, VIII (80%x2), X, XII
No. Enc: 1d8
Alignment: Neutral
Movement: 210’ (70’)
AC: 4
HD: 1
Attacks: 1 bite and one spit.
Damage: 1d4
Save: L2
Morale: 3
Hoard Class: Incidental (never any intact artifacts)
No. Enc: 4d10 1 yard square patches
Alignment: Neutral
Movement: N/A
AC: 6
HD: 2 per yard
Attacks: see description
Damage: 1d4+2 per tentacle
Save: L4
Morale: N/A
Hoard Class: Incidental
No. Enc: 4d6
Alignment: Neutral
Movement: 120’ (40’
AC: 4
HD: 2
Attacks: 1 bite
Damage: 1d6+2
Save: L2
Morale: 11
Hoard Class: Incidental
No. Enc: 1
Alignment: Chaotic
Movement: 280' (80')
AC: 0
HD: 300
2 bashes, or 2 stomps, or 4 tentacle slaps, or 1 bite.
Damage: 35d6 / 35d6 or death / death, 26d6 / 26d6 / 26d6 / 26d6 or 45d6 and swallow whole
Save: L20
Morale: N/A
Hoard Class: Incidental