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Chat GPT generated Doctor Who monsters

by Cab Davidson

Watching some Doctor Who, had the laptop out, thought, why not. Asked Chat GPT to make some Doctor Who monsters for BECMI. They're not right, but they're not FAR wrong. I might go back and correct them, but if anyone wants to beat me to it then go for it.

Dalek
AC: -2
HD: 10*
Movement Rate (ground): 120’ (40’)
Movement Rate (flying): 120’ (40’)
Attacks: 1 energy weapon
Damage: 10d6
Number Appearing: 1d4 (2d4)
Save As: F20
Morale: 12
Treasure Type: Nil
Intelligence: 18
Alignment: Lawful Evil
XP Value: 1,750

Daleks are a race of cyborg aliens from the planet Skaro. They are enclosed in armored shells and are equipped with powerful energy weapons that can disintegrate their enemies. They are completely robotic and lack any empathy or compassion for other beings.

Daleks have a highly advanced technology and are capable of time travel, which they use to pursue their goal of universal domination. They are highly intelligent and possess a vast knowledge of science and technology. Daleks can also fly using built-in anti-gravity devices in their base units.

In combat, Daleks are formidable opponents. They have extremely low AC and high hit points, making them difficult to damage. Their energy weapons can deal a devastating amount of damage, and they have a high morale, making them difficult to intimidate.

Silent
AC: 5
HD: 4+1**
Movement Rate: 120' (40')
Attacks: 1 mind blast or melee weapon
Damage: 1d6 + paralysis or by weapon type
Number Appearing: 1d4+1
Save As: F4
Morale: 8
Treasure Type: Nil
Intelligence: 10
Alignment: Neutral Evil
XP Value: 225

Silents are enigmatic humanoid creatures from the Doctor Who universe. They have grey, wrinkled skin and a bulbous head with no discernible features. They communicate telepathically and are known for their hypnotic abilities. A Silent can make its target forget their encounter with it as soon as they look away (a saving throw vs. spells is allowed to avoid this, but at a -5 penalty to the roll), making them ideal spies and assassins. Silents are also skilled fighters, and can use their mind blast to incapacitate an enemy within 120’, paralysing them for 3d6 rounds if they fail a saving throw vs. paralysis, and they may also wield melee weapons in combat.

In BECMI D&D, Silents could be encountered as mysterious and dangerous spies or assassins, working for a secretive organization or as part of an alien invasion force. They are intelligent and cunning, and will not hesitate to use their hypnotic abilities to further their own goals. They are also formidable fighters, making them a challenging foe for any adventuring party.

Vashta Nerada
AC: 2
HD: 1-1**
Movement Rate: 120’ (40’)
Attacks: 1 swarm
Damage: 1-4
Number Appearing: 1d10 (1d10)
Save As: F1
Morale: 5
Treasure Type: Nil
Intelligence: 0
Alignment: Neutral
XP Value: 7

Vashta Nerada are microscopic swarm creatures that inhabit dark environments such as shadows and darkness. They are attracted to light and will emerge from the shadows to consume any living creature they come in to contact with. They cannot enter brightly lit areas, such as direct sunlight, or to within 5’ of the locus of a light source (such as the centre of a light spell or a torch flame). Their form is that of a swarm of tiny black specks, each capable of devouring flesh and bone. They can strip a living being to the bone, leaving no trace of soft tissue behind.

Vashta Nerada are incredibly difficult to detect, surprising foes on 1-5 on 1d6 as they appear as nothing more than harmless shadows until they emerge and attack. The only way to protect oneself from them is to stay in well-lit areas and avoid any dark or shadowy environments. They are highly adaptable and have been known to infest entire planets, making them a significant threat to any who encounter them.

Sontaran
AC: 2
HD: 4+4**
Movement Rate: 120' (40')
Attacks: 1 weapon
Damage: By weapon type +4
Number Appearing: 1d4 (1d4)
Save As: F4
Morale: 10
Treasure Type: I
Intelligence: 13
Alignment: Lawful Evil
XP Value: 225

Sontarans are a race of humanoid clones bred for war. They are short, stocky beings with large, domed heads and green, lizard-like skin. Their faces are marked by a distinctive set of wrinkles, and they have no necks. Sontarans are obsessed with battle and consider all other species to be inferior. They are excellent soldiers and tacticians, and are armed with advanced weaponry and combat suits that provide them with enhanced strength and endurance. They often carry spherical grenades that can be programmed to release toxic gas or high explosives. They can throw such grenades to a distance of 90’, exploding in 20’ clouds of gas (save vs. paralysis or be immobilised for 1d4 turns), high explosive (inflicting 6d6 fire damage, save vs. wands for half damage), or any of a range of other effects that the DM may choose to specify.

In combat, Sontarans fight with great skill and ferocity. They prefer to engage their enemies in close combat, using their strength and armour to overpower their opponents. But if needs must they also possess blaster guns, with a range of 360’, inflicting 3d6 damage. Such guns do not work unless in contact with a live sontaran, i.e. they cannot be captured and used. They are fearless and will not retreat from a fight unless ordered to do so by a superior officer. Sontarans have a strong sense of honor and will never betray their comrades or allies.

Silurian
AC: 5
HD: 4+1**
Movement Rate: 120' (40')
Attacks: 1 bite/1 claw or 1 weapon
Damage: 1d8/1d6 or by weapon
Number Appearing: 1-4
Save As: F4
Morale: 8
Treasure Type: C
Intelligence: 12
Alignment: Neutral
XP Value: 225

Silurians are a race of reptilian humanoids that once ruled the Earth during prehistoric times, but went into hibernation after a global catastrophe. They emerged from hibernation in the modern era and have clashed with humans over territorial disputes. They are highly intelligent and advanced, with technology beyond that of humans. Silurians are typically 6-7 feet tall, with rough, scaly skin in shades of green, brown, or grey. They have a large crest on their heads, sharp teeth, and claws on their hands and feet. They are proficient in hand-to-hand combat and use their advanced technology to great effect in battle. Silurians can also use a hypnotic stare to immobilize their enemies, forcing them to become paralyzed and vulnerable to attack. Once per round, a Silurian can gaze at any foe within 90’, who must save vs. paralysis or be struck immobile for 1d6 turns.

It's far from perfect but I think it's doing pretty bleeding well.

And specifying the third best doctor, as in number 2:

The Yeti
AC: 6
HD: 5
Movement Rate: 120’ (40’)
Attacks: 2 claws, 1 bite
Damage: 1d6/1d6/1d8
Number Appearing: 0 (1d6)
Save As: F2
Morale: 9
Treasure Type: Nil
Intelligence: 3
Alignment: Neutral
XP Value: 450

The Yeti are large, bear-like creatures native to the Himalayas, but have also been encountered in other remote mountainous areas. They are covered in thick fur and stand around 8 feet tall when fully erect. The Yeti are a highly intelligent and telepathic species, capable of communicating with one another over great distances.

In combat, the Yeti will use their powerful claws and biting jaws to attack their foes. They are highly territorial and will defend their nests and family groups with fierce determination. The Yeti's thick fur provides a degree of natural armor, but they are vulnerable to fire and sonic attacks.

Encounters with the Yeti can be dangerous, as they are often fiercely protective of their territories and will not hesitate to attack those who encroach upon them. Some reports suggest that the Yeti may have mystical powers or connections to ancient deities, but such claims have not been substantiated.

The Krotons

AC: 2
HD: 8
Movement Rate: 120’ (40’)
Attacks: 1 pseudopod or 1 electrical discharge
Damage: 2d8 or 3d6
Number Appearing: 2-5
Save As: F5
Morale: 9
Treasure Type: Nil
Intelligence: 10
Alignment: Lawful Evil
XP Value: 1,500

The Krotons are a race of crystalline creatures that have the ability to absorb intelligence from other beings. They appear as large, crystalline structures with a glowing central core. The Krotons are highly intelligent and have the ability to control their environment through advanced technology.

In combat, the Krotons can attack with their pseudopod or with a powerful electrical discharge that can stun or even kill their opponents. They are highly resistant to physical attacks and can only be damaged by magical weapons.

The Krotons are typically encountered in their own advanced city or research facility, where they are often conducting experiments on captured intelligent beings. They are highly territorial and will defend their domain with deadly force.

Cybermat

AC: 7
HD: 1-1
Movement Rate: 90' (30')
Attacks: Bite
Damage: 1d3
Number Appearing: 1d4 (1d6)
Save As: T1
Morale: 5
Treasure Type: Nil
Intelligence: Non-
Alignment: Neutral
XP Value: 10

Cybermats are small, cybernetic creatures created by the Cybermen. They are about the size of a large rat and have a metallic body with a pair of sharp pincers for a mouth. They are often used by the Cybermen as a form of surveillance or to deliver poisons. Cybermats can also chew through metal and other materials, making them useful in infiltrating secure locations. They are not very strong or tough, but their small size and speed make them difficult to hit.