Monday, September 28, 2009

A Kitchen Sink Contest: Behold The Slagon!

The DM's Sketchpad recently posted up my Mutant Future stats for the Slagon, that dreaded half-slug, half-dragon, that I mentioned as part of last week's Kitchen Sink post.

By way of an example, here's an excerpt:


This strange hybrid between a slug and a dragon slowly oozes across the landscape, leaving a burning, sticky residue on the ground (1d6 burn damage for every round exposed to this residue—it eats through clothes and leather in a single round). Its scaly, greenish skin provides strong protection right up to the eyestalks. Salt causes 4d6 damage per round to the Slagon, as it penetrates the scaly skin and causes it to bubble, crack, and melt. They grow up to 20' in length, and up to 20' high (counting eyestalks).

No. Encountered: 1d2 (1d2)
Alignment: Chaotic
Movement: 45' (15')
Armor Class: 3
Hit Dice: 9
Attacks: 3 (bite, trample, fire breath)
Damage: 1d10, 1d20, 4d6
Save: L5
Morale: 10 (4 if threatened with salt)
Hoard: XV

Mutations: Shriek

Here's my challenge to you, friends: post up your terrifying hybrid-animal mutant in the comments below, and possibly win a $10 Gift Certificate to RPGNow. Stat it up in Mutant Future, Encounter Critical, Rifts, or any other system, kitchen sink or otherwise. Alternately, you can enter by drawing your depiction of dread Slagon described above! I'll announce the winner (by merit of relative awesomeness, freakishness, and kitchen-sink factor) this weekend! Spread the word, and may the freakiest creature win!


Sniderman said...

From my blog, The Savage AfterWorld:

No. Enc.: 1 (1d3)
Alignment: Chaotic
Movement: 120' (40')
Armor Class: 4
Hit Dice: 7 (x2 – see below)
Attacks: 3 (2 tentacles, bite)
Damage: 1d6, 1d6, 2d10
Save: L4
Morale: 9
Hoard Class: VI

The bearsharktopus is a mutant conglomerate of three aggressive Ancient creatures: the body of a grizzly bear, the head of a great white shark, and the tentacles of a giant octopus. It is unknown whether it’s a genetic experiment run amok or a result of typical Mutant Future mutation. The bearsharktopus is typically found near large fresh-water rivers and lakes where it feeds on fish and waterfowl. But the bearsharktopus is a ravenous carnivore, so it will also feed on any living thing that ventures into its territory.

The bearsharktopus first attacks with its two tentacles for 1d6 hit points damage each. Upon a successful hit, a tentacle will grasp and crush a victim for 1d6 hit points of additional damage on each successive round. For each tentacle that has grasped a victim, the PC suffers a cumulative attack penalty of –1. (See the Octopus, Giant entry in the MF rulebook, pg. 87, for more information on tentacle attacks.) The gaping maw of a bearsharktopus is to be feared and avoided since a successful bite attack will deal 2d10 hit points of damage to the unfortunate victim.

Because of its increased constitution mutation, the bearsharktopus never tires or weakens. The Mutant Lord should also multiply the creature’s hit dice roll by 2 when determining hit point totals. (For example, a hit dice roll of 35 would be doubled for a final hit point total of 70.) However, the bearsharktopus developed without ears or a sense of hearing, so the creature suffers from the sensory deficiency (deafness) drawback. Therefore, it’s fairly easy to sneak up on one or avoid it. But if it spies a PC, it’ll never give up until it catches and devours them.

Mutations: increased constitution, sensory deficiency (deafness)

NOTE: A picture of this critter is making the Internet rounds. Once I saw it, I just had to hammer out some stats for it.

Zachary The First said...

Man, that is brutal! Wonder who'd win in a fight?

Great work!

Swordgleam said...

I'll do stats in Wushu, since I don't know Mutant Future.


Talonclaw Attacks: 4
Unearthly Growl: 4
Flight: 3
Fear of Fire: 1

Chi: 2

A distant cousin of the dreaded Owlbear, the Bearowl prowls/awkwardly soars above the forest, searching for prey. It descends upon its chosen victims with an eerie screeching growl, then rends them with its talonclaws.

The average bearowl is the size of a small dog, with a fanged ursine head mounted upon an owl's body. They travel in flocks, hunting mainly at night. Like many adventurers, they are attracted by shiny objects and frightened by fire.

anarchist said...
This comment has been removed by the author.
anarchist said...


HD 1
AC 2
Move 9' (3') / 120' (40') (flying)
damage 1d4.

This strange chimera has the body of an owl, and the head of an owlbear. Those who have seen it hunting in the darkness (for the creature is nocturnal), describe it as being "an owl. No, not like an owl, an...OK, fine, like an owl."

Its strange parentage explains its propensity to haunt areas populated by owls, with whom it will even sometimes mate. The resulting offspring, the owlbearowlowl, can be described as "I think whoever sold you this ripped you off."

anarchist said...

A 'serious' one. This time statted for Tunnels & Trolls.


Monster Rating 15 (2 dice + 7 adds)

This underworld creature looks like a human child on the left side of its body, a zebra on the right. They are smaller than a human child, being roughly leprechaun-sized (in 5th edition rules, a level 3 DEX save to hit at point-blank range). They walk on all fours, but sit human-style, allowing them to manipulate objects using their left hand (and to a lesser extent their left foot).

Their name comes from their habit of digging a hole in the ground and then burying themselves in order to sleep. They are most comfortable doing so in areas shaded by trees, implying that they may have originated on the surface.

The 'conquerer' may be a sarcastic reference to their small size and awkward frame, or to their mercantile skill, which has meant that they are spread throughout the underworld. They are particularly fond of trading clocks.

If this creature does hand-to-hand damage to a single character who knows any spells, and the damage isn't reduced to zero by armour and shields, that character has a 5 in 6 chance of forgetting a single randomly-chosen spell
instead of taking the damage. Rogues can forget any spell. Wizards can forget any spell of level 2 or above (if they don't know any, they'll take the damage
instead). The character will be able to re-learn the spell.

These creatures speak and understand Hobbit.


Monster Rating 70 (8 dice + 35 adds)

The Helleautaurides are associated with the gigantic Uneoblepas, or Greedy Peacock. These creatures are robots built to resemble bats, and painted all over with bright colours, somewhat like tropical birds. They serve the Burrowing Conquerers as guards.

The Greedy Peacock is easily commanded by one who masters the right tone of voice, and it is theorised that they were built by an unknown race, and simply 'adopted' by the Conquerers.

(from my module 'The Necklace of Arrah-Sammat' which is at

Zachary The First said...

Man. That is seriously freaky.

anarchist said...

Thanks! I adapted it from the results of a dungeon generator I wrote.

Which reminds me - I wrote a page which might interest people who like this kind of thing: