Facemuncher

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Facemuncher

A facemuncher is a large horseshoe crab, with pulsing fleshy sacs on its back. It has one "hand", its mouth, and its unarmed attacks deal +3 damage. 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.

All of the facemuncher's other weapon attacks deal +2 damage.

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

Facemuncher
Elite   —   40 points
AD  11 (20 factor +2 Ability)     GD 9 (20 factor)     Will 3 (10 factor)     HP  2     Toughness 4
Accuracy  {{{accuracy}}}     Save DC {{{savedc}}}
Stealth 3 (12 factor)     Perception 4 (5 factor)     Agility {{{agility}}}
Descriptors  {{{descriptors}}}
Movement  12 meter land speed with 1 meter jump. 14 meter swim speed with 0 meter sink.
Size  0.25 meters     Reach 0.25 meters
Weight 1 Kilogram
Skills  Bluff +4, Strongman +2, Legerdemain +2
Advancement

The Facemuncher may be given up to two additional abilities, with no more than two from any given category, for the normal price.

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 cheap 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 Disease damage (before abilities).