Explosive charger
Explosive Charger
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An explosive charger is a sort of hunched-over rhinoceros creature with spines all down its back.
Explosive chargers are not particularly smart, and can only speak Grassmuncher languages.
Explosive Charger Paragon — 125 points
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AD 5 GD 9 Will 2 HP 3 Toughness 7 | |
Accuracy 0 Save DC 7 Magic Power 1 | |
Stealth 3 Perception 1 Agility 0 | |
Descriptors [ Blooded ], [ Bony ], [ Living ], [ Orange ] | |
Movement 50 meter land speed with 1 meter jump. 15 meter swim speed with 5 meter sink. | |
Size 4 meters Reach 3 meters | |
Weight 5760 Kilograms | |
Basic Specialties Ungrabbable, Defensive, Offensive, Sturdy, Brutal | |
Advanced Specialties Avoider, Ungrabbable 2, Determined, Aggressive 2, Might & Magic, Stealthy 2, Perceptive, Sturdy 2, Super-Aggressive | |
Extras Big 2 |
An explosive charger has one "hand", its mouth, and deals 1d6+8 damage with unarmed attacks (Strongman included).
It has a Loud Magic-Damage Muscle-Area Explosion attack, which deals 1d6+2 Heat damage (Magic Power included), and targets all other creatures in a 12 meter blast (Strongman included).
When it rushes, it may travel in a straight line, without need for a floor.
When it Runs with any speed that would normally double while running, its speed is tripled instead.
Advancement
Mole Heritage (30 points): The Explosive Charger gains a 25 meter burrow speed. Its Explosion attack flings creatures away from itself 2 meters per wound. It gains two Advanced Specialties.
Aquatic (15 points): The Explosive Charger's swim speed increases by 50 meters, and all of its other speeds increase by 15 meters. It does not need to breathe. It gains two Advanced Specialties.
Hover (30 points): As an immediate action, the Explosive Charger can fix its position, becoming stuck. It cannot be moved by gravity, movement speeds, flinging, or inertia. This effect ends when it rushes. It gains two Advanced Specialties and becomes [ Pink ].