I did have one idea several weeks ago that I thought I'd posted, but hadn't. It might serve as a seed to develop all those ideas.
Hand of Wrath (Chaotic Colossal Supernatural Menace)1 unique creature; 15 dice per finger/palm, Move 3, Heavy Armor, crushes cities
An enormous hand, sometimes called "The Hand of God", that flattens entire cities. The span of the hand is 1 league across, and each of its five, clawed fingers is 400 yards in diameter. It is not known if the hand is disembodied, or attached to some enormous entity.
The Hand strikes, it is said, when the people of a city show great hubris, but there are also rumors about The Idol of Wrath, an artifact that can be activated with a ritual to summon the Hand of Wrath to punish the city where it stands.
The first warning of the coming of the Hand is the sun being blotted out by shadow at noon. In 1d6 hours, the Hand will reach its target; it will be visible as a hand when half that time has passed.
- Riots/Looting: roll 1d6 for each 20% of the city's population; on 5+, that portion of the city panics.
- Panicked Flight: one-third of the population that fails the previous check has Wisdom 13+ and will flee instead of riot. See Panic in the Year Zero for more information.
- Beasts: Any animal able to flee will. Those being restrained may (5+) attack their master.
- Unlucky Victims: Anyone moving through one of these five areas at the time of the strike must roll to avoid being in the area at the wrong moment (5+ on 1d6 to escape for Move 3 characters; +1 to roll for each doubling of speed.) Those who are unable to escape are completely pulverized.
- Structural Damage: Any building beneath a finger when it strikes is destroyed. Adjacent buildings collapse on 5+; it takes 1d6 turns for any given building to collapse, so use this to gauge escapes.
- General Populace: Roll another morale check for each 20% of the remaining population in the city; those that make it continue to riot, flee, or act sanely, but on 5+, that segment of the populace faints or stands paralyzed.
Magic that banishes or drives away supernatural entities may work. Treat the Hand as a 30 HD monster for most purposes. Low-level spells like Protection from Evil have no effect.
If the Hand is not driven away, 2d6 turns after it strikes, it will begin to contract its grip, digging its fingers under the city's foundation.
- All buildings except those within 300 yards of the center will automatically collapse.
- Those in the center collapse on 5+ (1d6).
- Anyone in a collapsing building has 1d6 turns to escape, but those in the center of the city can't escape the Hand itself without unusual methods.
If the Hand was summoned by the Idol of Wrath and is thwarted in its goal, it will try again in 2d6 days. If the Idol is moved, it will strike the new target. If the Hand has been triggered by hubris, it's on a general apocalyptic rampage: on 5+ (1d6) it will strike again, either the same city (if thwarted) or a new location in a random direction.
One of the clever ways to halt the End Times rampage would be to sacrifice the worst city in the world to the Hand. I leave it to players to figure out a way to do this.