So... yup, time for the mimic.
Tuesday 26 July 2022
D&D Monsters: Mimics
Tuesday 19 July 2022
D&D Monsters: Shambling Mounds
Saturday 9 July 2022
DW Monsters: Ogrons
- The Colony in Space – apart from their leader, the aliens here do not seem very different from humans in their basic biology, although they do have specific skill sets
- The Daemons – so far as we can tell, most, perhaps all, of the Daemons’ special abilities come from their near-magical technology, so I will pass on them
This brings us to season 9 and Day of the Daleks which,
apart from including the obvious (albeit only briefly), introduces the Ogrons.
These appear in two more stories during the Third Doctor’s era but have not
been seen since then in the TV series. They have, however, often been mentioned
or made brief appearances in other media, with significant roles in at least
five novels and six audio plays to date. They mostly appear as mercenaries, but
the audio Planet of the Ogrons does give us a brief look at their
homeworld and native culture adding a little to what we already see in Frontier
in Space.
Description and Biology
The Ogrons are tall and heavily muscled humanoid aliens with
ape-like faces. Given that they are
alien, we don’t know how distinct they may be from humans biologically,
although the implication would be “not by much”, at least to anyone that isn’t, say, trying to perform abdominal surgery on one.
At least on TV, we haven’t seen any females of the species, so technically we
don’t know that they’re mammalian, although they certainly seem to be and the
likelihood is that here, too, they are little different from humans.
Game Attributes
The most obvious distinction between Ogrons and humans in
terms of their statistics is that the former are much stronger. Given their
builds and basic biology, it seems unlikely that their typical strength exceeds
the human maximum, although some exceptional individuals clearly might. Nonetheless, even
the average Ogron is clearly much stronger than the average human. There is
some evidence that they are physically resilient, too – one would certainly
expect them to have high endurance and they seem to be quite difficult to hurt.
On the other hand, they are not inherently armoured, although they are usually
seen wearing something that’s probably equivalent to leather armour. (Going
from looks alone, it could also be some sort of Kevlar, but they don’t seem to
be bullet-proof, so probably not).
It's also clear that Ogrons are relatively unintelligent.
Nor do they seem especially strong-willed, given that they’re mostly seen
working as grunts for the Daleks, implying a rather pliable mindset. Quite how
stupid Ogrons are is difficult to say; they are clearly capable of using
high-tech equipment provided to them by others, although this may require a
fair bit of training. Even so, while it’s low, it’s probably not dramatically
so, with the main limitation being their lack of native technology.
All the Ogrons we see are mercenaries (in a manner of speaking; it’s hard to imagine that the Daleks are actually paying them). They clearly have good combat skills, including with weapons beyond their native technology – after all, it doesn’t require tremendous smarts and understanding to point and fire a gun. They may have some other basic military skills, but otherwise they must be geared towards what’s essentially a tribal life on their home planet.
5E - Ogron
Medium humanoid, neutral
Armour Class: 11 (light armour)
Hit Points: 34 (4d8+16)
Speed: 30 ft.
STR 16 (+3) | DEX 10 (+0) | CON 18 (+4) |
INT 8 (-1) | WIS 8 (-1) | CHA 8 (-1) |
Saving Throws: Strength +5, Constitution +6
Skills: Athletics +5, Intimidation +1, Perception +1
Combat Skills: Ranged Attack +2, Melee Attack +5
Senses: Passive Perception 11
Challenge: ¼ (50 XP)
BRP - Ogron
STR 3D6+6 (16-17) | CON 3D6+9 (19-20) | SIZ 2D6+9 (16) |
INT 2D6+3 (10) | POW 3D6 (10-11) | |
DEX 3D6 (10-11) | CHA 2D6 (7) | |
Hit Points: 18 | Move: 10 | |
Base SR: 4 | Damage Bonus: +1D6 |
Armour: 1-point light armour
Skills: Throw 40%
Combat Skills: Brawl 70%, Energy Pistol 60%
GURPS - Ogron
ST 16 | DX 10 | IQ 8 | HT 16 |
Thrust: 1d+1 | Swing: 2d+2 | ||
Speed: 6.5 | Move: 5 |
Advantages: Extra Hit Points +2, Fit
Disadvantages: Status -1 (mercenary)
Skills:
Savage Worlds - Ogron
Agility: d6 | Smarts: d4 | Spirit: d6 |
Strength: d10 | Vigour: d12 |
Skills: Fighting d8, Shooting d8, Survival d6
Edges: Brawny, Brute
Pace: 6 Parry: 6 Toughness: 10 (1) Size: 1
STA - Ogron
Control: 8 | Fitness: 11 | Presence: 8 |
Daring: 9 | Insight: 7 | Reason: 7 |
Command: 0 | Security: 2 | Science: 0 |
Conn: 0 | Engineering: 0 | Medicine: 0 |
Stress: 13 | Resistance: 1 |
Tuesday 5 July 2022
D&D Monsters: Treants
1E
Tuesday 21 June 2022
D&D Monsters: Xorns
1E
5E
Saturday 18 June 2022
DW Monsters: Axos
· Terror of the Autons features one of the
key races I covered at the start
· The Mind of Evil features an alien
psychic parasite that’s really more of an effect than a monster
And that brings us to The Claws of Axos. Technically,
Axos is a single individual, which could be left out on the same grounds that
I’m not attempting to stat up (say) the Master. But it functions as an alien
race and it’s at least possible that there are more of its kind out in space
somewhere.
Aside from a couple of short stories and comics, Axos only
makes a return appearance in a single audio-play, The Feast of Axos,
featuring the Sixth Doctor.
Description and Biology
Axos is a space-faring being whose ability to mould its own
form extends to creating autonomous lifeforms that it can send out to interact
with others. As such, in addition to the primordial matter from which it is
constructed, in the course of the story, we see it take on four different forms,
all of which are controlled by the same central mind.
Firstly, there are the beings typically referred to as the
‘Axons’ since that’s how they describe themselves when they’re still pretending
to be a regular race of aliens. These are golden-skinned humanoids with large
pupil-less eyes. Given their need to function in an Earth-like environment and
imitate more normal humanoids, they’re likely biologically similar in most
respects. Obviously, they don’t need reproductive organs, and it’s also
plausible that they obtain sustenance directly from the mothership without the
need for regular digestive systems; even if they do eat in a regular manner
such systems would be simple, since the food Axos creates for them would
already be, in effect, pre-digested. But, otherwise, they may be much as they
appear.
Secondly, there are the much larger forms that Axos uses in
combat, whether attacking or defending itself. These have a vaguely humanoid shape but are covered with orange tendrils and paired lumpy structures that
might be external lungs. They don’t seem to have any eyes or mouth, suggesting
that they don’t need to eat and that they interact with their environment using
some sense other than vision. They don’t have a name in the TV series, but the
audio play refers to them as ‘Axonoids’ so that will do as well as anything
else.
The third example is a comparatively amorphous blob of
axonite, the cellular material from which Axos is composed. It’s mostly seen
taking on other forms and is resistant to damage, probably because it lacks
internal organs, which would make it a rather temporary being if we’re using
anything like real-world physics (which, admittedly, is debatable, especially
considering axonite’s energy absorbing and transforming abilities).
Finally, of course, there’s the space-travelling form that acts as a spaceship from which the other parts are budded as required. This is presumably where Axos’s central brain is located, but it’s sufficiently large that, in game terms, it’s a location rather than a ‘monster’, albeit a mutable organic one that can attack people inside it by growing tentacles from the walls.
Game Attributes
The Axons do not require attributes significantly different
from those of humans, since their only function is diplomacy. Having said
which, being composed of axonite, an energy-absorbing readily transformable
material, probably does make them resistant to damage and likely also gives
them a high stamina or resistance to fatigue.
The Axonoids are a different matter, being larger and
stronger than regular humans; there would be no point in creating them were
they not better at fighting than the humanoid Axons. They are clearly very
resistant to damage, at least from purely kinetic attacks, perhaps due to
lacking much in the way of vital organs. It seems plausible that they
regenerate from damage inflicted on them, although this is probably too slow to
affect a regular combat – it’s just that you have to be very sure you’ve
destroyed them completely to stop them from regrowing (or trap them in a time loop).
The axonite blob is clearly less effective when it isn’t
taking on human form. It’s comparatively slow-moving and probably not very
strong, although it would share the same sort of damage resistance that the
other forms have.
Axos itself is too large an entity to be described easily in
most systems designed for human-level interactions. Even where it can be, the
reality is that it primarily functions as a dangerous location, rather than a
creature, especially since it can’t move except to fly through space. As such,
I won’t be providing its physical stats here.
All these various forms are extensions of the core Axos
entity, and thus should have the same mental attributes. In game terms, Axos
probably has a high intelligence score, and decent willpower. Its ability to
con world leaders in the story implies a good rating in whatever ability or
attribute is used to measure that – although it’s helped to a large extent by
the greed of the people it’s talking to, so it’s not necessarily extraordinary.
The entity must also have the skills necessary to navigate space, and a good
understanding of its own biological technology, as well as the ability to
observe humans and deduce what will work best on them.
Special Abilities
The axonoids demonstrate the ability to stun people by
striking them with their tentacles, but little else beyond their resistance to
injury. More generally, the various forms can shapeshift into one another, and can closely imitate humans – and presumably other lifeforms. Other than this,
the axonite material itself seems to have a range of powers, transforming and
enlarging other creatures it is injected into, and so on, but these are outside
the scope of the stats of the regular beings. Similarly, we can assume that
Axos is capable of faster-than-light travel and surviving in deep space, but
we’re not statting up the core entity.
5E - Axon
Medium aberration, neutral evil
Armour Class: 12 (natural)
Hit Points: 22 (4d8+4)
Speed: 30 ft.
STR 10 (+0) | DEX 10 (+0) | CON 12 (+1) |
INT 18 (+4) | WIS 14 (+2) | CHA 14 (+2) |
Saving Throws: Wisdom +4, Charisma +4
Skills: Biotechnology +6, Deception +2
Senses: Passive Perception 12
Shapechanger: The axon can use its action to transform into an axonoid.
5E - Axonoid
Large aberration, neutral evil
Armour Class: 18 (natural)
Hit Points: 76 (8d10+32)
Speed: 20 ft.
STR 18 (+4) | DEX 12 (+1) | CON 18 (+4) |
INT 18 (+4) | WIS 14 (+2) | CHA 10 (+0) |
Saving Throws: Constitution +6, Wisdom +2, Charisma +1
Skills: Biotechnology +6, Deception +2
Combat Skills: Melee Attack +6
Damage Resistances: Bludgeoning, Piercing, Slashing
Senses: Passive Perception 12
Shapechanger: The axonoid can use its action
to transform into an axon.
Stunning Tentacle: Melee Weapon Attack:
+6 to hit, reach 5 ft., one creature. Hit: The target must succeed in a
Constitution saving throw against a DC of 12. On a failed save, it is stunned,
and must make a further save at the beginning of each turn until it recovers.
Disintegrate (Recharge 5-6): Melee Weapon Attack: +6 to hit, reach 5ft., one creature. Hit: 11 (3d6) force damage.
Challenge: 3 (700 XP)
5E - Axonite Blob
Medium aberration, neutral evil
Armour Class: 15 (natural)
Hit Points: 26 (4d8+8)
Speed: 20 ft.
STR 10 (+0) | DEX 8 (-1) | CON 14 (+2) |
INT 18 (+4) | WIS 14 (+2) | CHA 10 (+0) |
Saving Throws: Constitution +4, Wisdom +2, Charisma
+1
Skills: Biotechnology +6, Deception +2
Combat Skills: Melee Attack +2
Damage Resistances: Bludgeoning, Piercing, Slashing
Senses: Passive Perception 12
Shapechanger: The axonite blob can use its
action to take on the appearance of any Small or Medium creature it has
previously observed.
Engulf: Melee Weapon Attack: +2 to hit,
reach 5 ft., one creature. Hit: 7 (2d6) bludgeoning damage and the
target must make a DC 12 Strength save or be grappled (escape DC 12). Until
this grapple ends, the target is restrained, and the blob cannot engulf another
target.
Challenge: 1 (200 XP)
BRP - Axon
STR 3D6 (10-11) | CON 2D6+6 (13) | SIZ 2D6+6 (13) |
INT 18 | POW 15 | |
DEX 3D6 (10-11) | CHA 2D6+6 (13) | |
Hit Points: 13 | Move: 10 | |
Base SR: 5 | Damage Bonus: 0 |
Armour: 1-point resistant flesh
Skills: Biology 80%, Biotechnology 90%, Chemistry
80%, Craft Axonite 80%, Navigate 70%, Persuade 60%, Physics 80%
Combat Skills: Brawl 25%
Shapechanger: The axon can take one round to
transform into an axonoid.
BRP - Axonoid
STR 2D6+12 (19) | CON 3D6+6 (16-17) | SIZ 3D6+12 (22-23) |
INT 18 | POW 15 | |
DEX 2D6+6 (13) | CHA 2D6 (7) | |
Hit Points: 20 | Move: 10 | |
Base SR: 2 | Damage Bonus: +2D6 |
Armour: 8-point resistant flesh
Skills: Biology 80%, Biotechnology 90%, Chemistry
80%, Craft Axonite 80%, Navigate 70%, Persuade 60%, Physics 80%
Combat Skills: Brawl 50%
Shapechanger: The axonoid can take one round
to transform into an axon.
Stunning Tentacle: The axonoid can choose to
make a Knockout Attack instead of a normal attack, and does so at the Normal
success chance, instead of making a Difficult roll.
Disintegrate: If an axonoid reduces an
opponent to 0 hit points or less as the result of a Special or Critical success
on its Brawling roll, the target is instantly disintegrated.
BRP - Axonite Blob
STR 3D6 (10-11) | CON 2D6+6 (13) | SIZ 2D6+6 (13) |
INT 18 | POW 15 | |
DEX 2D6 (7) | CHA 3D6 (10-11) | |
Hit Points: 13 | Move: 8 | |
Base SR: 6 | Damage Bonus: 0 |
Armour: 5-point amorphous substance
Skills: Biology 80%, Biotechnology 90%, Chemistry
80%, Craft Axonite 80%, Navigate 70%, Persuade 60%, Physics 80%
Combat Skills: Brawl 50%, Grapple 50%
Shapechanger: The axonite blob can use its
action to take on the appearance of any creature it has previously observed
that has a SIZ between 5 and 18.
GURPS - Axon
ST 10 | DX 10 | IQ 18 | HT 12 |
Thrust: 1d-2 | Swing: 1d | ||
Speed: 5.5 | Move: 5 |
Advantages: Alternate Form (axonoid), Attractive,
Doesn’t Sleep, Mindlink-3, Reduced Consumption-1
Skills: Acting-17, Bioengineering (tissue
engineering)/TL10-16, Biology/TL10-17, Chemistry/TL10-17, Intelligence
Analysis/TL10-16, Navigation (space)/TL10-18, Physics/TL10-17
GURPS - Axonoid
ST 18 | DX 10 | IQ 18 | HT 15 |
Thrust: 1d+2 | Swing: 3d | ||
Speed: 6.25 | Move: 4 |
SM: +1
Advantages: Alternate Form (axon), Damage Resistance 8,
Disintegrate (as the spell; only on the body of a victim already killed), Doesn’t
Sleep, Innate Attack-2 (Fatigue, Melee Attack, Reach-1), Mindlink-3, Reduced
Consumption-1, Striker
Disadvantages: Cannot Speak, No Fine Manipulators
Skills: Bioengineering (tissue engineering)/TL10-16,
Biology/TL10-17, Brawling-13, Chemistry/TL10-17, Intelligence Analysis/TL10-16,
Navigation (space)/TL10-18, Physics/TL10-17
GURPS - Axonite Blob
ST 10 | DX 8 | IQ 18 | HT 12 |
Thrust: 1d-2 | Swing: 1d | ||
Speed: 5 | Move: 4 |
Advantages: Damage Resistance 3, Doesn’t Sleep,
Mindlink-3, Morph (cosmetic, mass conservation), Reduced Consumption-1
Skills: Bioengineering (tissue engineering)/TL10-16,
Biology/TL10-17, Brawling-13, Chemistry/TL10-17, Intelligence Analysis/TL10-16,
Navigation (space)/TL10-18, Physics/TL10-17
Savage Worlds - Axon
Agility: d6 | Smarts: d4 | Spirit: d6 |
Strength: d12 | Vigour: d10 |
Skills: Persuasion d8, Repair d10, Science d10
Edges: Attractive
Shapeshifting: As an action, an axon can
transform into an axonoid.
Pace: 6 Parry:
2 Toughness:
6 Size: 0
Savage Worlds - Axonoid
Agility: d8 | Smarts: d12 | Spirit: d10 |
Strength: d12 | Vigour: d12 |
Skills: Fighting d8, Repair d10, Science d10
Edges: Hard to Kill
Hindrances: Mute
Powers: Stun
Shapeshifting: As an action, an axonoid can
transform into an axon.
Disintegrate: If the axonoid incapacitates an
opponent using its Fighting skill, they are disintegrated if they fail their
Vigour roll to resist injury.
Pace: 4 Parry:
6 Toughness: 11 (3) Size: 2
Savage Worlds - Axonite Blob
Agility: d4 | Smarts: d12 | Spirit: d10 |
Strength: d6 | Vigour: d10 |
Skills: Fighting d8, Persuasion d6, Repair d10, Science
d10
Edges: Hard to Kill
Shapeshifting: As an action, an axonite blob
can take on the appearance of any creature with a Size of ‑1, 0, or +1 that it has previously
observed.
Pace: 4 Parry: 6 Toughness: 8 (1) Size: 0
STA - Axon
Control: 9 | Fitness: 8 | Presence: 10 |
Daring: 9 | Insight: 9 | Reason: 12 |
Command: 2 | Security: 0 | Science: 3 |
Conn: 3 | Engineering: 3 | Medicine: 1 |
Stress: 8 | Resistance: 0 |
Traits: Shapeshift to Axonoid
STA - Axonoid
Control: 9 | Fitness: 12 | Presence: 8 |
Daring: 9 | Insight: 9 | Reason: 12 |
Command: 1 | Security: 3 | Science: 3 |
Conn: 3 | Engineering: 3 | Medicine: 1 |
Stress: 15 | Resistance: 2 |
Traits: Shapeshift to Axon
Attacks: Stun (Melee, 2^), Disintegrate (3^, Vicious
1)
STA - Axonite Blob
Control: 9 | Fitness: 9 | Presence: 8 |
Daring: 9 | Insight: 9 | Reason: 12 |
Command: 1 | Security: 1 | Science: 3 |
Conn: 3 | Engineering: 3 | Medicine: 1 |
Stress: 10 | Resistance: 1 |
Traits: Shapeshift to any similarly sized form it has
previous observed