BAB: +1, Fort: +1, Ref: +1, Will: -1, Init: +1
12 KAC, 11 EAC
Squad Fighting Style; Co-ordinated Shot:
When you are threatening a foe with a Melee weapon, any ally that has line of sight to that foe gets +1 to ranged attack rolls against that target.
Methane Dependent:
Unggoy are dependent on Methane instead of Oxygen for respiration, and can only survive for 1 minute if cut off from their supply.
Methane Pack: Unggoy have a Methane pack on their backs that provides 2 days of respiration. This pack can be targeted as a separate creature with KAC 13, EAC 11, and 7 hit points. If a critical hit is scored on the Methane Pack, it detonates and immediately kills it's wearer.
Melee:
Unarmed Strike. Melee Weapon Attack: +1 to hit, 1 target. Hit: 2 (1d3 + 1) bludgeoning damage.
Firearms:
Needler. Ranged Weapon Attack: +2 to hit, range 40ft., 1 target. Hit: 5 (1d6+ 2) fire damage. Dual Capable: (This weapon can be dual wielded by creatures with the Dual Capable trait) Homing: Unless the target creature is within partial cover, this weapon's bullets track their target. The target can, as a bonus action, move at half their base speed after being shot at by this weapon to find cover before rolling to hit. Automatic: When fired as a full action, you may half the range to fire in a cone. Make 1 attack and apply the result to all creatures in the cone, using 2 ammo for each successful hit. Supercombine: If a creature is hit by 2 consecutive shots by this weapon, it explodes with Damage 2d4 and radius 5ft.
Grenades:
Plasma Grenade: Reflex Save 11, 20ft. Explode: 4d6 Fire; 15ft. Ammo: 1. Grenade: Grenades are armed with a timer, unless it is 'cooked' to explode at a specific distance as a bonus action, it's secondary function can be used:
Sticky: A plasma grenade can be aimed at a foe, if they fail the Reflex save to dodge the grenade, it sticks to them, dealing maximum damage upon detonation. That creature can move up to half of their base speed or make a ranged attack as a bonus action before the grenade's detonation.
Dive: As a bonus action, when a source would explode within a 5 ft of this creature, it can dive 5 ft in any 1 direction it chooses, but is then prone until its next turn. (Prone inflicts a -4 to Melee attacks made by the creature, a -4 AC for Melee attacks made against the creature, and a +4 AC to ranged attacks made against the creature.)
Cook Grenade: As a bonus action, this creature can arm a grenade and then hold it for an amount of time to control the time or distance at which the grenade explodes.
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