Category Archives: Monsters

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.