BAB: +2, Fort: +3, Ref: +1, Will: +1, Init: +5
13 KAC, 12 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 14, EAC 12, and 7 hit points. If a critical hit is scored on the Methane Pack, it detonates and immediately kills it's wearer.
Improved Initiative: +4 Init
Melee:
Unarmed Strike. Melee Weapon Attack: +2 to hit, 1 target. Hit: 3 (1d3 + 2) bludgeoning damage.
Firearms:
Fuel Rod. Ranged Weapon Attack: +3 to hit, range 25ft., 1 target. Hit: 9 (1d12+ 3) fire damage. Blast 5ft. Rocket: This weapon fires slow moving projectiles instead of high-velocity bullets, when an attack is made against a creature beyond 50ft, it fires a rocket towards a designated location within line of sight. The rocket moves 50ft per turn towards that location. If the rocket collides with an object before reaching the location, or upon reaching the location, treat it as a normal attack without penalty to hit.
Grenades:
Plasma Grenade: Reflex Save 12, 20ft. Explode: 4d6 Fire; 15ft. Ammo: 2. 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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