Archive for January, 2014

January 22, 2014

Heliotropic Sky Devil

skydevil_loConsidered by planetologists to be the pre-eminent apex predator on Maldorine VII, the Heliotropic Sky Devils feed off the various megafauna roaming its planet’s deathlands. But recently, the arrival of the Moon Marauders have thrown their lifestyle into jeopardy.

Sky Devil of Maldorine VII
Huge, Organized, Solitary.
20 HP, 1 Armour
Barbed tail (b[2d10]+3 damage, ignores armour)
Close, Reach, Forceful
Special Qualities: Hyperviolet-reflecting skin pigment, Multispectrum eyes, Wings.
The megafauna of Maldorine VII are partly comprised of metal, usually in the form of a chrome exterior, all the better to reflect the hyperviolet rays unique to the star Maldorine. The Sky Devil is the largest specimen of those creatures that have instead developed special skin pigments, but the lack of metal in its biology has not hindered it in any way. It is still the ruler of this world, able to rend apart steel and iron. Reigning supreme over all other predators, the Heliotropic Sky Devil languidly roams the skies of its deadly homeworld, endlessly searching for prey.
Instinct: To assert dominance.

  • Call out to other Sky Devils.
  • Detect a foe’s weaknesses with multispectrum eyesight.
  • Grab a foe with its tongue.
  • Swallow a foe.

If they prove to be too dangerous: Become confused, fail to understand.
If they submit and cower: Move on to other things.
When a Moon Marauder is detected: Summon other Sky Devils.

Using this monster: You can use this as a regular Dungeon World monster, but you can also use it as a gigantic, nigh-invulnerable beast if you treat is as a spaceship, using the rules in Adventures on Dungeon Planet. In that case, it can only be harmed by spaceships and other such vehicles, but not by humans or their laser pistols.

Art by Nathan Jones.
Text by Johnstone Metzger.

You can find more monsters, with more text and larger pictures, on Patreon.

January 15, 2014

Marauders from the Moon

cone_faced_marauder_loHuge creatures that fly through both air and space, these cone-faced marauders were deposited upon the moon of Maldorine VII by aliens vast aeons ago. They lay in suspended animation until very recently, when they awoke and flew through the space between worlds to bring death and destruction to an infamously deadly planet.

Moon Marauder
Alien, Hoarder, Huge, Solitary.
12 HP, 1 Armour
Hyperplasmic blast (1d10 damage, 2 piercing)
Reach, Near, Corrosive, Messy
Special Qualities: Flying, Ray-Eater, Voidstalker.
The moon marauders now roam the skies above Maldorine VII’s deathlands, soaking up the various ultra-spectrum radiations. They produce waste in the form of a hyperplasmic liquid residue that they spew from the orifice on the front of their face. This residue is incredibly destructive to the planet, polluting the land and killing off the various terrifying megafauna and the flora they feed off of. Huge tracts of land are now smouldering wasteland, and certain forms of indigenous life have begun to turn against the marauders.
Instinct: To absorb ultraspectrum energies.

  • Absorb an energy attack.
  • Grab a foe in gigantic hands.
  • Pollute a landscape.
  • Take to the skies and fly through space.

When they are resistant to hyperplasma: Throw them into the Killer Sea.
When they block the ultraspectrum rays: Smash them!
When they prove to be dangerous: Retreat into space or the caverns of Maldorine VII’s Dark Zone.

Using this monster: You can use this as a regular Dungeon World monster, but you can also use it as a gigantic, nigh-invulnerable beast if you treat is as a spaceship, using the rules in Adventures on Dungeon Planet. In that case, it can only be harmed by spaceships and other such vehicles, but not by humans or their laser pistols.

Art by Nathan Jones.
Text by Johnstone Metzger.

You can find more monsters, with more text and larger pictures, on Patreon.