No. Enc.: - (2d6)
Align: Chaotic Noisy
Move: 240' (80'), special
AC: 6
HD: 3
Att: 2 or 1 (2 claws, overrun or lasso)
Dmg: 1d3/1d3 or special
Save: F3
Morale: 9
HC: XXI (TT:B)
An experiment in thaumonetic augmentation gone horribly wrong, or fallen ophanim, or damned human remnants cursed to perpetual nomadism, or a reified manifestation of settled mans' fear of the predatory nomad, or the result of an unknown memestorm, or just some mad wizard's twisted joke; whatever their origin the people of the Wilds know and fear turboghouls as monstrous speed freaks from a surreal otherworld.
These hyperactive cannibals hoon about the Wilds on self-powered prosthetic wheels sowing chaos and fear. Their idea of a fun evening: tear into an isolated settlement under cover of night, capture the inhabitants, and gnaw off their legs. Those few who survive the agony and trauma of a turboghoul 'hazing' are turned into more turboghouls by methods obscene and obscure.
Being inherently nomadic (and understandably averse to stairs and ladders) these creatures are never encountered underground or in a fixed lair. They are undead and can be turned by clerics as 3HD creatures.
Thanks to the snarling howls of their engines and their constant excitable screaming turboghouls never enjoy surprise. Their assaults rely on crazy bravado, rudimentary hit-and-run tactics, and sheer speed.
Turboghouls attack with a charging overrun attack, with lassos, or with strikes from their wickedly sharp claws.
- Overrun: turboghoul moves at triple normal speed (howling like Halford all the while), causing 2d6 damage on impact.
- Lasso hits: no damage, save vs. paralysis or become entangled. Entangled targets of man-size or smaller will be dragged away at high speed by their whooping, screeching captor (this causes 0-3 (1d4-1) damage/round). The damage stops only when either the turboghoul or character dies. Rules for cutting a rope? Cause 1hp damage vs. AC1d6 (varies round to round).
- Claw attack: 1d3 damage + paralysis for 2d4 turns (save negates). Steal Momentum: turboghoul adds half the normal movement rate of a creature it has paralysed to its own movement for the duration of the paralysis effect.
d30
1 sack w. eyeholes
2 bucket w. eyeholes
3 coalscuttle w. eyeholes
4 mask, clown
5 mask, fanged iron
6 mask, gimp
7 mask, guy fawkes
8 mask, gas-
9 mask, welding
10 mask, hockey
11 mask, tights
12 headscarf, flowery
13 headscarf, beduoin
14 hood, liripiped
15 hood, monastic
16 turban, elaborate
17 hat, sombrero
18 hat, stetson + bandanna
19 hat, fancy feathered
20 hat, wizard's pointy
21 helmet, monstrous skull
22 helmet, common
23 helmet, knightly
24 helmet, winged
25 helmet, pickelhaub
26 helmet, futuristic
27 helmet, football
28 helmet, extra-spiky chaotic
29 birdcage
30 goldfish bowl
Turboghouls have little respect for any being slower than themselves, and none at all for anyone who lacks respectable haberdashery. Those without hats will be lassoed and eaten first.
Known turboghoul variations:
Hoverghoul - Inhabit swamps. 180' move over water or flat land.
Jetghoul - Inhabit wide open plains. 240' flying move.
Tankghoul - punky-looking turboghouls on all-terrain tracks. AC4, 150' move.
Springhoul - *Boing* "Time for death!" 120' move, with non-magical blink effect at will.
And, for Djangos Gurnery
Turboghoul
P/M/S: 10/6/12
Skills: Dodge(P) 6, Melee (P) 5, Crazy bike acrobatics (P) 4, Navigation (M) 3, Select cool hat (S) 2
Powers: Paralyzing touch, Turbo nutter superspeed (move up to 80mph in 5 second bursts)
Pic source: an unholy kludging together of existing art by actual artists Kev Walker and Dawn Breaker.
Heh, heh. Very Gamma World!
ReplyDelete*head desk* as I realised I could have saved myself a lot of effort by cribbing Gamma World mutation rules.
DeleteWonderful, the "tankghoul" pun even more so. The Gonchong is pleased.
ReplyDeleteI was more chuffed with jetghoul mesel' (occasioned by Lisa riffing on a turboghoul Plastic Bertrand cover entitled "We eat your legs").
Delete