Thursday, August 01, 2013

it came from a comic book

An Anthology of Graphic Fiction, Cartoons, & True Stories is a bigass hardbound collection of artsy-farsty "indie" style comics. It's really great, even if it doesn't feature the spandex-clad fisticuffs I normally want out of a funny book. And I even found a few items in the book that absolutely begged to be swiped for gaming.  For example, here's a panel from Charles Burns's Curse of the Molemen. The anthology only includes a small excerpt of the total story, so I can only guess that the dude below is one of the aforementioned Molemen. But I'm going to put him to another use.


LAAZGHUL
# Encountered: d6 (2d8)
Alignment: Chaotic
Movement: 90' (30')
Armor Class: 6
Hit Dice: 3
Attacks: 2 (claws) or 1 (head beamer)
Damage: d4/d4 or see below
Save: Fighter 3
Morale: 10
Hoard Class: XXI/B

Laazghuls are mutant relatives of ghouls and have all the normal undead immunities. They cannot paralyze with a touch like their more common kin, but may use the emitter array on their heads to blast foes. Roll on the chart below, either for each laazghul or the entire group, to determine what their skull zapper shoots.  Range for all attacks is 90'.
  1. Heat Ray - 3d6 plus save or metal objects melt
  2. Cold Beam - 2d8 plus save or frozen to spot for 2d6 turns or until chipped free
  3. Napalm Gout - 2d6 plus d6 for next d6 rounds
  4. Hypno Ray - save or switch sides for 2d6 turns
  5. Pulse Blaster - 3d6 no save, but to-hit roll required
  6. Lightning - 6d6 save for half
Laazghuls turn as normal ghouls.  Anyone killed by Laazghul claws will rise in 3 nights as a Laazghul.  Those killed by their head beamers are probably too zapped to return from the dead as anything.

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