Saturday, 18 February 2017

Monster: Cave Locust

Monster: Cave Locust

And another vermin, but this time a weaker one. Having the size of a halfling, this insect is not dangerous alone, but could be scary in swarms, especially in cavernous terrain, where the locusts can jump around and spit goo from inaccessible places.

 

Cave Locust [Module B4: The Lost City]

 
-124 points
Attribute Modifiers: ST-5 [-50]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-9 [-180].
Secondary Characteristic Modifiers: SM-2; Will+6 [30]; Per+8 [40].
Advantages: DR 1 [5]; Extra Legs (Six Legs; Cannot Kick, -50%) [5]; Immunity to Poison [15]; Infravision [10]; Injury Tolerance (No Neck) [5]; Peripheral Vision [15]; Sharp Teeth [1]; Super Jump 2 [20]; Vibration Sense (Air) [10].
    Long Feelers: Not Numb (Biological (Passive), 5%; Long +1, +20%; Partial, Feelers Only, 60%) [11].
  Spit Goo: Binding 4 (Biological, -10%; Only Damaged By Burning or Corrosion, +20%; Reduced Range, 1/10, -30%; Sticky, +20%) [8].
Disadvantages: Cold-Blooded (50°) [-5]; Horizontal [-10]; No Fine Manipulators [-30]; Numb [-20]; Wild Animal [-30].
Perks: Immunity to Yellow Mold [1]; Penetrating Voice [1].
Creature Type: Vermin.
 
Typical Stats

ST:

5

HP:

5

Speed:

5.5

DX:

12

Will:

7

Move:

5

IQ:

1

Per:

9

 

 

HT:

10

FP:

10

SM:

-2

Dodge:

8

Parry:

N/A

DR:

1

    Bite (12): thrust 1d-4 cutting (KYOS: 1d-7 cutting), Reach C.
    Spit Goo (12): Cave locusts can spit adhesive goo at a range of 10 yards that acts as Binding 4 (p. B40). The goo is sticky, meaning that is acts as Persistent (p. B107), but only affects those who actually touch the original target of the attack, and can only be damaged by burning or corrosion attacks. Each use costs 1 FP.
    Long Feelers: This creature has Numb due to its rigid exoskeleton. Howver, it has specialized feelers that are not armored and provide a normal sense of touch. These are not manipulatory organs. The feelers can be targeted at 6. When this creature travels in darkness, it can use its feelers to detect hazards before it walks into them or to feel things a yard away.
 
    Traits: Cold-Blooded (50°); Extra Legs (Six Legs; Cannot Kick); Horizontal; Immunity to Poison; Immunity to Yellow Mold; Infravision; Injury Tolerance (No Neck); No Fine Manipulators; Numb; Penetrating Voice; Super Jump 2; Vibration Sense (Air); Wild Animal.
    Skills: Brawling-12; Innate Attack (Breath)-12.
    Creature Type: Vermin.

1 comment:

  1. I must definitely would not want to see a swarm of these descent on my village - that is for sure!

    ReplyDelete