Monster: Muckdweller
Muckdweller [Serpent Kingdoms, page 71]
Attribute Modifiers: ST-6 [-60]; DX+2 [40].
Secondary Characteristic Modifiers: SM-3; Basic Move -2 [-10].
Advantages: Amphibious [10]; DR 1 (Flexible, -20%) [4]; Doesn’t Breathe (Gills, -50%) [10]; Infravision [10]; Metabolism Control 6 (Hibernation, -60%) [12]; Peripheral Vision [15]; Sharp Teeth [1]; Speak Underwater [5].
Water Squirt: Affliction 1 (HT; Accessibility, Must hit unprotected face, -20%; Blockable, -5%; Disadvantage, Blindness, +50%; Fixed Duration, +0%; Increased 1/2D, 2x, +5%; Jet, +0%; Reduced Duration, 1/60, -35%; Vision-Based, +150%) [25].
Disadvantages: Callous [-5]; Cold-Blooded (50°) [-5]; Cowardice (12) [-10].
Perks: Limited Camouflage (Grass) [1]; Scales [1].
Creature Type: Monstrous Humanoid.
Typical Stats
ST: |
4 |
HP: |
4 |
Speed: |
5.5 |
DX: |
12 |
Will: |
10 |
Move: |
3 ground, 3 water |
IQ: |
10 |
Per: |
10 |
|
|
HT: |
10 |
FP: |
10 |
SM: |
-3 |
Dodge: |
8 |
Parry: |
9 (unarmed) |
DR: |
1* |
Punch (12): thrust 1d-6 crushing (KYOS: 1d-8 crushing), Reach C.
Water Squirt (14): The muckdweller can shoot a thin jet of water from its mouth, which can strike any target up to 10 yards away (without range or speed penalties). It can be dodged or blocked, but not parried. If the jet strikes the face, it blinds the target for 3 seconds unless he makes an HT roll. Thick goggles, closed helmets, ultra-tech visors protect against this spell.
Traits: Amphibious; Callous; Cold-Blooded (50°); Cowardice (12); Doesn’t Breathe (Gills); Infravision; Limited Camouflage (Grass); Metabolism Control 6 (Hibernation); Peripheral Vision; Scales; Speak Underwater.
Skills: Brawling-12; Innate Attack (Breath)-14; Stealth-14.
Creature Type: Monstrous Humanoid.
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