Flamespitter
Flamespitter
This imposing insect's six legs are splayed out in all directions, with a large head jutting out from its round, centrally located body. Its unarmed attacks deal +1 damage, and it can use up to two of its legs as "hands". It has a Heavy Fiery Gout weapon, which makes a ranged attack against AD against each creature and unattended object in a 10 meter, 90 degree conical blast for 1d6 Heat damage; it lights wounded targets on fire. The Flamespitter has Heat Resist 1.
As a Standard AND Move action, the Flamespitter can spew a glob of fire on a long, arcing trajectory, a distance of up to 3 kilometers. The glob of fire travels 100 meters per round, starting immediately, but deals -2 damage if it explodes after traveling 100 meters or less. Upon colliding with a solid or liquid surface, the glob of fire detonates, making an attack against AD for 1d6+2 Heat damage at each creature and unattended object within a 10 meter blast. The glob of fire lights wounded targets on fire.
Flamespitters are not particularly smart, and cannot speak.
Flamespitter Elite — 50 points
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AD 10 (30 factor) GD 9 (20 factor) Will 0 (0 factor) HP 2 Toughness 5 | |
Accuracy {{{accuracy}}} Save DC {{{savedc}}} | |
Stealth 3 (10 factor) Perception 4 (4 factor) Agility {{{agility}}} | |
Descriptors {{{descriptors}}} | |
Movement 12 meter land speed with 8 meter jump. | |
Size 2 meters Reach 2 meters | |
Weight 600 Kilograms | |
Skills Strongman +2, Acrobatics +3, Nature +2 |
Advancement
The Flamespitter may be given up to four abilities, with no more than two from any given category, for 6 points each.
Water Strider (10 points): The Flamespitter can walk on the surfaces of liquids. It gets +4 meters to its movement speeds.
Minelayer (15 points): The Flamespitter can deposit globs of fire on the ground, for the same action and detonation properties as its glob-shooting ability. They explode when dealt 3 or more points of damage, or when the Flamespitter lays three more globs after this one, whichever comes first.