Triple Threat – Water Leaper

Water Leaper
The welsh llamhigyn y dwr is a strange beasty that looks like a frog the size of a wolf, but has no bat wings instead of forelegs and no hind legs. It also has a long lizard-like tail with a stinger on the end. Despite its lack of legs, it can jump incredibly long distances by using its muscular wings or hobble across the ground slowly. The number after the slash in its Move score indicates the amount of hexes it can clear with a single leap, though this is tiring.
Any Campaign Setting…
ST: 14             HP: 14            Speed: 7.00
DX: 12            Will: 12           Move: 1/8 (Water Move 5)
IQ: 4               Per: 14            Weight: 150 lbs.
HT: 12            FP: 12             SM: 0
Dodge: 11       Parry: 10        DR: 4 (Tough Skin)
Stinger (12): 2d-1 impaling orcrushing. Reach C-1. If the damage is impaling and penetrated DR, the subject must roll HT-5 or take 2d+2 toxic damage. This repeats every 10 seconds for one minute or until the subject successfully resists. If the subject takes more than 1/2 HP from this damage he reduces his Basic Speed and DX by 2 and his Basic Move by 4 as his muscles stiffen up. If he takes more than 1/3 he reduces his DX by another 2 points. Treat as a weapon (Striker), not as a body part.
Traits:  Amphibious; Cold Blooded (50°F); Combat Reflexes; Doesn’t Breathe (Gills); Extra Attack 1; Flight (Winged; Air Move 12); Nictitating Membrane 4; No Legs (Semi-Aquatic); Super Jump 4 (Costs Fatigue, 1 FP); Vibration Sense (Water); Wild Animal.
Skills:  Brawling-12; Jumping-14; Swimming-16; Survival (Swamp)-14.
Notes: Vision rolls at an extra -6 in full daylight. If the GM is using Intrinsic Fright Check from GURPS Horror (p. 139), water leapers have a modifier of -2.


Dungeon Fantasy…
ST: 14             HP: 14            Speed: 7.00
DX: 12            Will: 12           Move: 1/8 (Water Move 5)
IQ: 4               Per: 14            Weight: 150 lbs.
HT: 12            FP: 12             SM: 0
Dodge: 11       Parry: 10        DR: 2 (Tough Skin)
Stinger (12): 2d-1 impaling or crushing. Reach C-1. If the damage is impaling and penetrated DR, the subject must roll HT-5 or take 2d+2 toxic damage. This repeats every 10 seconds for one minute or until the subject successfully resists. If the subject takes more than 1/2 HP from this damage he reduces his Basic Speed and DX by 2 and his Basic Move by 4 as his muscles stiffen up. If he takes more than 1/3 he reduces his DX by another 2 points. Treat as a weapon (Striker), not as a body part.
Traits:  Amphibious; Cold Blooded (50°F); Combat Reflexes; Doesn’t Breathe (Gills); Extra Attack 1; Flight (Winged; Air Move 12); Nictitating Membrane 4; No Legs (Semi-Aquatic); Super Jump 4 (Costs Fatigue, 1 FP); Vibration Sense (Water); Wild Animal.
Skills:  Brawling-12; Jumping-14; Swimming-16; Survival (Swamp)-14.
Classification: Dire Animal.
Notes: Vision rolls at an extra -6 in full daylight.


Monster Hunters…
ST: 14             HP: 14            Speed: 7.00
DX: 12            Will: 12           Move: 1/8 (Water Move 5)
IQ: 4               Per: 14            Weight: 150 lbs.
HT: 12            FP: 12             SM: 0
Dodge: 11       Parry: 10        DR: 6 (Tough Skin)
Fright Check: -2
Stinger (12): 2d+3 impaling or crushing. Reach C-1. If the damage is impaling and penetrated DR, the subject must roll HT-5 or take 3d toxic damage. This repeats every 10 seconds for one minute or until the subject successfully resists. If the subject takes more than 1/2 HP from this damage he reduces his Basic Speed and DX by 2 and his Basic Move by 4 as his muscles stiffen up. If he takes more than 1/3 he reduces his DX by another 2 points. Treat as a weapon (Striker), not as a body part. Made as a Deceptive Attack (-2 to defend against)
Traits:  Amphibious; Cold Blooded (50°F); Combat Reflexes; Doesn’t Breathe (Gills); Extra Attack 1; Flight (Winged; Air Move 16); Nictitating Membrane 4; No Legs (Semi-Aquatic); Super Jump 4 (Costs Fatigue, 1 FP); Vibration Sense (Water); Wild Animal.
Skills:  Brawling-16; Jumping-16; Swimming-16; Survival (Swamp)-14.
Notes: Vision rolls at an extra -6 in full daylight. Use the skills listed under Cryptids in the Know Thy Enemy box in Monster Hunters 1 (p. 16). Two water leapers are a fair fight for one champion.
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