No. Enc.: 1d4 (1d4)
Alignment: Chaotic
Movement: 120' (40')
Armor Class: 4
Hit Dice: 4+1
Attacks: 1 or 2 (1 bite, or 2 projectiles)
Damage: 1d8, or by projectile type
Save: L3
Morale: 11
Hoard Class: VII
XP: 665
The spindly, slimy abominations known as bombfrogs are hideous bioweapons devised by the maddest of Ancient scientists. The grotesque creatures stand 12'-14' tall on their bifurcated legs, and their height and extra eyes combine to give them a +2 To Hit bonus with all ranged attacks. They are never Surprised.
Through demented surgeries, bombfrogs are outfitted with a variety of projectile weapons. Roll twice on the chart below to determine any given bombfrog's payload:
1: 12 micro missiles (7d6 damage, 30' blast radius, 1500' range)
2: 6 mini-missiles (50 HP damage, 60' blast radius, ½ mile range)
3: 6 blood agent grenades (1d6 damage per round for 1d3+6 turns, 30' blast radius, 200' range)
4: 6 concussion grenades (Stunned for 1d4 turns, 10' blast radius, 200' range)
5: 6 frag grenades (5d6 damage, 20' blast radius, 200' range)
6: 6 photon (lethal) grenades (Death on failed Save -2; reduced to 1 HP and Stunned for 2d4 turns with successful Save, 30' blast radius, 200' range)
There is a 75% chance that, upon dying, a bombfrog will explode in a fireball that does 8d8 damage in a 50' radius. And even if one doesn't explode, only an individual with the Intellectual Affinity (Tinkerer) Mental Mutation can successfully remove a bombfrog's weaponry for reuse.
Bombfrogs require constant hydration to maintain stable internal temperatures, and are prone to overheating. There is a hardier, dry-terrain subspecies known as "turret toads" that lack such weaknesses, but these lumpier, slower specimens have -1 HD and reduced 60' (20') movement.
Mutations: Aberrant Form ("Launcher-Pods"), Aberrant Form (Multiple Limbs), Epidermal Susceptibility (Requires Immersion Every Hour) [D], Epidermal Susceptibility (+2 Per Die From Heat-Related Attacks) [D]
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