Flamespitter

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Flamespitter

Flamespitter.jpg

This imposing insect's six legs are splayed out in all directions, with a large head jutting out from its round, centrally located body.

Flamespitters are not particularly smart, and can only speak Bug languages.


Flamespitter
Elite   —   25 points
AD  3     GD 5     Will 1     HP  2     Toughness 5
Muscle 3     Accuracy  2     Save DC 4     Magic Power 0
Stealth 1     Perception 0     Agility -2
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  30 meter land speed with 8 meter jump. 10 meter swim speed with 5 meter sink.
Size  2 meters     Reach 1.5 meters
Carrying Capacity 80 kilograms      Weight 600 Kilograms
Basic Specialties  Physical Evasion, Stubborn, Offensive, Sturdy, Brutal
Advanced Specialties  Aggressive
Extras  Big

The flamespitter's unarmed attacks deal 1d6+3 damage (Muscle included), and it can use up to two of its legs as "hands".

The Flamespitter has Heat Resist 1.

It has a Heavy Loud 300 meters Fiery Gout weapon that targets every creature and unattended object in a 10 meter, 90 degree conical blast for 1d6+3 Heat damage (Muscle included). Wounded targets are lit on fire.

As a Standard AND Move action, the Flamespitter can spew a glob of fire on a long, arcing trajectory, a distance of up to 1 kilometer. The glob of fire travels 250 meters per round, starting immediately, but deals -2 damage if it explodes after traveling 250 meters or less. Upon colliding with a solid or liquid surface, the glob of fire detonates, making an attack against AD for 1d6+4 Heat damage (Muscle included) at each creature and unattended object within a 10 meter blast. The glob of fire lights wounded targets on fire. The detonation is audible from 1000 meters away.

Advancement

Water Strider (10 points): The Flamespitter's sink distance decreases by 50 meters. It gets +10 meters to its movement speeds. It gains two Advanced Specialties.

Minelayer (10 points): The Flamespitter can deposit globs of fire on the ground, for the same action and detonation properties as its glob-shooting ability, without the damage penalty for not traveling far. They explode when dealt 3 or more points of damage, or when the Flamespitter lays three more globs after this one, whichever comes first. It gains two Advanced Specialties.