Amiel
2010-04-20, 09:10 AM
The aftermath of a thousand fusion bombs all going off at once presented some mighty logistical issues.
Firstly, there was the radiation; this caused so much mutation that a "clean up" was not even considered. It was felt that the only feasible solution was to shunt all tainted to another reality of existence; whether that plane knew of the special delivery was another matter entirely.
Then there was the issue of survivability; this wasn't as crippling as expected, thanks to a certain Nostrildamus and his drunken prophecies. Whatever could be done insofar as can be done was done beforehand. This meant magical barriers and protective circles were enacted scant weeks prior to the concussive and violent detonation.
Then, there was the environmental taint, which really is linked to the previous point. Some areas managed to emerge relatively unscathed from the apocalypse and the inhabitants of this new world focus their continuation upon this post-apocalyptic world with a hope and joy almost unbefitting of their situation (however exaggeratedly bleak as and/or imagined).
These conditions and effects managed to force upon the evolutionary tree a new template and strain; that of the nukémon (pronounced similarly to pokémon except with the distinction of the replaced words). The strain developed and strived to the point of ubiquity. Now, they are everywhere.
Catching nukémon
The catching of nukémon and their ilk is relatively straightforward. One of the only things one need do is to purchase or "burrow" a nukéball; a magical item that contains the volatile nuclear energies and entraps the nukémon in a solid forcecage ball.
This is thrown at the nukémon and the supplicant (hereafter referred to as the guinea pig) hopes to all heck that it works (which it usually does, which is awfully convenient).
Throwing these at the nukémon in the hopes of catching them is a ranged touch attack. Any result that is positively greater than the nukémon's AC is resolved as a success. You have successfully captured a vicious, radioactive bastard. Congratulations.
Ikíllchu
Small Aberration (Evil)
Hit Dice: 7d8+28 (59 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 21 (+1 size, +3 Dex, +7 natural), touch 14, flat-footed 18
Base Attack/Grapple: +6/+1
Attack: Claw +6 melee (1d6+1 + 1 vile)
Full Attack: 2 claws +6 melee (1d6+1 + 1 vile) and bite +1 melee (2d6+1 + extract + 1 vile)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death throes, extraction, shock
Special Qualities: Adorably cute, darkvision 60 ft., evasion, vicious, unraveling visage
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 13, Dex 17, Con 18, Int 9, Wis 12, Cha 16
Skills: Still working on these
Feats: Dodge, Mobility, Spring Attack
Environment: Any
Organization: Solitary
Challenge Rating: 8
Treasure: Special
Alignment: Always evil (any)
Advancement: 6-14 HD (Medium); 15-21 HD (Large)
Level Adjustment: —
A ikíllchu looks more or less like a pikáchu, except where said pokémon is wholesome and sweet looking, the ikíllchu is a grungy, unkempt mess. There are tentacles attached to its mouth parts; which it uses to viciously extract the brains out of the craniums of victims. It's tail curves into a retina-burning sigil of nearly unspeakable evil, which cackles and emits electricity and lightning like nobody's business.
It's entire body is a snot green, that actually looks alright given the colour scheme.
Combat
Adorably Cute (Ex): A nukémon, despite its actual hideousness, is nearly always sickeningly, adorably cute. Any who behold it always act with an initial attitude of indifferent. A Will DC 16 save to resist is forced as the next condition. Any who fail are affected by a combined targeted dominate monster and suggestion effect; victims are usually directed to appease the nukémon. The save DC is Charisma-based.
Death Throes (Ex): When killed, a ikíllchu flips the royal bird to its killers, exploding in a blinding flash of light that deals 50 points of damage to anything within 60 feet (Reflex DC 17 half). The save DC is Constitution-based.
Evasion (Ex): A ikíllchu can avoid even magical and unusual attacks with great agility. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. A helpless ikíllchu does not gain the benefit of evasion.
Extraction (Ex): Refer to the mind flayer's entry.
Shock (Sp): 3/day, the ikíllchu may cast lightning bolt as a spell-like ability. Caster level 7th. Save DC = 13 + spell level.
Unraveling Visage (Ex): The very presence of the ikíllchu is anathema to reality; its very being, injurious. All who look upon the ikíllchu must succeed on a DC 17 Fortitude save or seek to gouge their eyes out, taking 1d4 Con damage in the process. Success ensures the victim is not further affected by the ikíllchu's unraveling visage for 24 hours. The save DC is Constitution-based.
Vicious (Ex): The ikíllchu is a vicious, evil bastard. All physical attacks made by the nukémon deal additional vile damage to the value of a single point. Additionally, the ikíllchu can fly into a vicious barbarian rage at the drop of a hat 3/day. It is not fatigued afterwards.
Firstly, there was the radiation; this caused so much mutation that a "clean up" was not even considered. It was felt that the only feasible solution was to shunt all tainted to another reality of existence; whether that plane knew of the special delivery was another matter entirely.
Then there was the issue of survivability; this wasn't as crippling as expected, thanks to a certain Nostrildamus and his drunken prophecies. Whatever could be done insofar as can be done was done beforehand. This meant magical barriers and protective circles were enacted scant weeks prior to the concussive and violent detonation.
Then, there was the environmental taint, which really is linked to the previous point. Some areas managed to emerge relatively unscathed from the apocalypse and the inhabitants of this new world focus their continuation upon this post-apocalyptic world with a hope and joy almost unbefitting of their situation (however exaggeratedly bleak as and/or imagined).
These conditions and effects managed to force upon the evolutionary tree a new template and strain; that of the nukémon (pronounced similarly to pokémon except with the distinction of the replaced words). The strain developed and strived to the point of ubiquity. Now, they are everywhere.
Catching nukémon
The catching of nukémon and their ilk is relatively straightforward. One of the only things one need do is to purchase or "burrow" a nukéball; a magical item that contains the volatile nuclear energies and entraps the nukémon in a solid forcecage ball.
This is thrown at the nukémon and the supplicant (hereafter referred to as the guinea pig) hopes to all heck that it works (which it usually does, which is awfully convenient).
Throwing these at the nukémon in the hopes of catching them is a ranged touch attack. Any result that is positively greater than the nukémon's AC is resolved as a success. You have successfully captured a vicious, radioactive bastard. Congratulations.
Ikíllchu
Small Aberration (Evil)
Hit Dice: 7d8+28 (59 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 21 (+1 size, +3 Dex, +7 natural), touch 14, flat-footed 18
Base Attack/Grapple: +6/+1
Attack: Claw +6 melee (1d6+1 + 1 vile)
Full Attack: 2 claws +6 melee (1d6+1 + 1 vile) and bite +1 melee (2d6+1 + extract + 1 vile)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death throes, extraction, shock
Special Qualities: Adorably cute, darkvision 60 ft., evasion, vicious, unraveling visage
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 13, Dex 17, Con 18, Int 9, Wis 12, Cha 16
Skills: Still working on these
Feats: Dodge, Mobility, Spring Attack
Environment: Any
Organization: Solitary
Challenge Rating: 8
Treasure: Special
Alignment: Always evil (any)
Advancement: 6-14 HD (Medium); 15-21 HD (Large)
Level Adjustment: —
A ikíllchu looks more or less like a pikáchu, except where said pokémon is wholesome and sweet looking, the ikíllchu is a grungy, unkempt mess. There are tentacles attached to its mouth parts; which it uses to viciously extract the brains out of the craniums of victims. It's tail curves into a retina-burning sigil of nearly unspeakable evil, which cackles and emits electricity and lightning like nobody's business.
It's entire body is a snot green, that actually looks alright given the colour scheme.
Combat
Adorably Cute (Ex): A nukémon, despite its actual hideousness, is nearly always sickeningly, adorably cute. Any who behold it always act with an initial attitude of indifferent. A Will DC 16 save to resist is forced as the next condition. Any who fail are affected by a combined targeted dominate monster and suggestion effect; victims are usually directed to appease the nukémon. The save DC is Charisma-based.
Death Throes (Ex): When killed, a ikíllchu flips the royal bird to its killers, exploding in a blinding flash of light that deals 50 points of damage to anything within 60 feet (Reflex DC 17 half). The save DC is Constitution-based.
Evasion (Ex): A ikíllchu can avoid even magical and unusual attacks with great agility. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. A helpless ikíllchu does not gain the benefit of evasion.
Extraction (Ex): Refer to the mind flayer's entry.
Shock (Sp): 3/day, the ikíllchu may cast lightning bolt as a spell-like ability. Caster level 7th. Save DC = 13 + spell level.
Unraveling Visage (Ex): The very presence of the ikíllchu is anathema to reality; its very being, injurious. All who look upon the ikíllchu must succeed on a DC 17 Fortitude save or seek to gouge their eyes out, taking 1d4 Con damage in the process. Success ensures the victim is not further affected by the ikíllchu's unraveling visage for 24 hours. The save DC is Constitution-based.
Vicious (Ex): The ikíllchu is a vicious, evil bastard. All physical attacks made by the nukémon deal additional vile damage to the value of a single point. Additionally, the ikíllchu can fly into a vicious barbarian rage at the drop of a hat 3/day. It is not fatigued afterwards.