Facemuncher

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Facemuncher

Facemuncher.jpg

A facemuncher is a large horseshoe crab, with pulsing fleshy sacs on its back.

Facemunchers are moderately smart, but can only speak Bug languages.

Facemuncher
Elite   —   31 points
AD  7     GD 6     Will 2     HP  1     Toughness 2
Muscle -2     Accuracy  1     Save DC 4     Magic Power -2
Stealth 2     Perception 0     Agility 4
Descriptors  [ Blooded ], [ Bony ], [ Living ], [ Green ]
Movement  30 meter land speed with 1 meter jump. 35 meter swim speed with 0 meter sink.
Size  0.25 meters     Reach 0.25 meters
Carrying Capacity 2.5 kilograms      Weight 1 Kilogram
Basic Specialties  Physical Evasion, Slippery Wit, Stubborn, Offensive, Brutal
Advanced Specialties  Ungrabbable, Aggressive, Stealthy
Extras  Small 2

The facemuncher has one "hand", its mouth, and its unarmed attacks deal 1d6-2 damage (Muscle included).

As a Standard AND Move action, it can make a single Heavy Unarmed attack against the GD of a creature it is grappling: if it wounds, it latches onto the target's face, effectively blinding them. For as long as it is latched onto the creature's face, it may dictate the creature's every action. The Facemuncher can only latch itself onto one face at a time. Unlatching from a creature's face takes a move action.

Advancement

Toxin Bomb (10 points): If it kills a creature it's attached itself to the face of, the corpse is turned into a volatile toxin gas bomb. If the facemuncher takes a lesser action to detonate the corpse while within 100 meters, or the corpse is wounded, it detonates, releasing a 5 meter radius blast cloud of toxin into the air for 1 minute. Creatures that breathe while in the cloud take an attack against GD to avoid being knocked unconscious for 1 hour. Creatures that enter or begin their turns in the cloud take 1d6-1 Disease damage (Magic Power included). The Facemuncher gains an Advanced Specialty.