We should do another crowdsourced hexcrawl.
ANYWAY HERE ARE SOME MORE MONSTERS FOR SYNTHEXIA. A NEON WASTELAND OF SYNTH MUSIC, ZOMBORGS, TRANSFORMING ROBOTS, LASER SWORDS, CRYSTAL ARMOR, AND WIZARDS THAT RIDE AROUND INSIDE GIANT FLYING HEADS.
|despite not having lasers or crystals, this is one the most Synthexian pics I have|
by Pascal Blanche
Flying through the air. Punching each other through walls. Only stopping for monologues.
HD 8 Armor plate Punch 2d6
Fly 18 Int 10 Morale 7
Super Ultra Mega Power -- Str 18.
Super Ultra Mega Laser Eyes -- 5d6 damage. 200' range. Usable only when bloodied. Usable once every 1d4 rounds.
Super Ultra Mega Contagious -- Anyone who is hit by a Super Ultra Mega Man's punch or laser must save or gain all the powers of a Super Ultra Mega Man. They roll new HP immediately (8 HD) and use it in place of their own, unless that would lower their HP. Then, they must make a second save, or become obsessed with fighting other super ultra mega men (as charm). They lose these powers after 12 hours elapse without fighting another super ultra mega man to the death.
Discussion: Yes, you can infect yourself with super ultra mega fever and punch through walls, but be aware that everything you punch is also going to turn into a super ultra mega thing if it survives.
If a PC becomes infected with super ultra mega fever, the best bet is to either let them kill all the other super mega
Story Hook: Where did the first super ultra mega man come from? Surely there's a magic item worth having. Maybe a dragonball.
|pascal blanche is still amazing|
When you encounter the prism wizard, ask all of your players what colors their characters are wearing (if you don't already know). Or better yet, give them some colored pencils and make them draw themselves while you go chug a beer.
HD 4 Armor none Staff 1d8
Move 12 Int 16 Morale 5
Selectivity -- A Prism Wizard has several abilities that begin with the word 'Selective'. He cannot choose the same color for more than one of these abilities. No duplicates. He can change one of these colors per turn as a free action.
Selective Invisibility -- The rainbow wizard is invisible to characters wearing a certain color.
Selective Invulnerability -- The rainbow wizard is immune to damage from a certain color. (Usually steel grey.)
Selective Telekinesis -- The rainbow wizard can use telekinesis at will on things that are a certain color.
Spells -- prestidigitation (at-will, used to change the color of things), prismatic spray, mirror image, scorching ray, freezing ray, illusion
- Wants your help in defeating the carnivorous nega-rainbow of the Starry Abyss. (HD 10, basically a reskinned beholder with darkness abilities instead of an antimagic cone.)
- Whats the most common color your players are wearing? The wizard wants all items of that color. Because they (a) belong to him, (b) offend him, (c) are an illegal hue (equal chance of each).
- Wants you to wrestle one end of a rainbow to the ground while he runs to the other end of it in search of gold (which he will share with you). Rainbows have the stats of giant serpents with hypnotic and blinding abilities.
- A crystal sword. His prism is looking shabby.
- Someone to become his apprentice. He is lonely ever since his unicorn died.
- To Kill Strobos von Dubstar, or at least embarrass him.
When shaken, it releases a wisps (or their superior replacements). Each is HD 1, Int 10, and is completely obedient to you. Each one has a single attack that does 1d6 damage. Each one lasts 1 hour or until it attacks (which causes it to dissipate). The wisps emerge from the shaker in this order.
1 - Red wisp, fire damage.
2 - Orange wisp, force damage.
3 - Yellow wisp, lightning damage.
4 - Green wisp, acid damage.
5 - Blue wisp, ice damage.
6 - Indigo wisp, psychic damage.
7 - Purple wisp, 2d6 necrotic damage to everything in 20', save for half, no one can see colors for the rest of the day.
|if I ever run Synthexia, I'm giving everyone a mecha|
this art is by pascal blanche
Slaves from the flesh vats. Tiny heads except for their massive, conical jaw. They eat a liquid diet, poured into their mouths by their masters, the microbasilisk handlers.
Together, these two creatures are responsible for throwing parties for Sad Ivory. (Parties are constant, because there are so many people who want to cheer the Sorceress queen up.) The reverberators play the music and the microbasilisks create reflective surfaces for the laser golems to dance through.
HD 2 AC chain Subsonics 1d6 (15' cone)
Move 9 Int 3 Morale 12
Subsonics deal 1d6 damage in a 15' cone in front of the reverberator. Crystal objects in this area must save or shatter. Creatures hit by two more more subsonic reverberations at the same time must save or spend the next round nauseated (can move or attack, but not both).
Sexy young people dressed in sequin underwear and little else. They wear mirror shades (+4 to resist gaze attacks, -2 to attack unless in a brightly lit area) and fanny packs.
You won't fight them unless you are somehow getting in the way of a party that they're trying to put on for Sad Ivory.
HD 3 AC leather Spiked Shield 1d6
Move 12 Int 10 Morale 7
Microbasilisk -- In their right hands, microbasilisk handlers hold a device that looks like a lantern. Inside is a microbasilisk. If the handler holds the lantern open (a standard action), the microbasilisk inside looks at the nearest object, which begins turning into crystal. If the nearest object is a creature, they get a save to resist, but if they fail, they roll a d6 to see what body part turns into crystal. [d6] 1 left arm, 2 right arm, 3 left leg, 4 right leg, 5 head, 6 whole body.
Crystal limbs can still move normally. They are also temperature resistant, but sonic damage tends to shatter them. They do not heal on their own, and require a crystalsmith to repair if they are damaged.
What's In the Fanny Pack? [d6]
- Party drugs. Mostly uppers.
- 1d4 microbasilisk eggs.
- A crystal communicator. It only calls other microbasilisk handlers, though. One number listed as "Emergencies Only" goes straight to Sad Ivory.
- Sugar skulls and taffy rations.
- Bottle of water.
- Strobe light. Battery will last 1 hour.
If you want to take it easy on your players, make sure that they learn that the handlers turn your limbs into crystal and the reverberators shattter crystal BEFORE you spring combat on them that includes both opponents.
Or don't. I mean, they'll figure it out really quickly.
|by p b|