your creatures build with master kit.

By the 8 spider, in Dark Heresy

from france

i creat this topic because i found accidentally my first try with the gamemaster kit. strangely while it dates backs before i seen the trailer of avatar it has the same idea of floating islands.

i thought that i post this creations here but i can find it so i will post it here this evening (again?). it was my first try so please be gentle. i encouraged you to post yours.

The Scorasp (Scorpion Wasp)
This creatures was inpsired by the wasplike creatures found in movie "The Mist" and used as a critter hailing form Dusk. Obviously, it could as well be native to any other planet of your liking. It is based on the GM Kit rules, but some features has been added "for rounding"

A Scorasp is a (rather) large insect creatur which shares many resemblance to a common wasp. Whatsoever, it´s body has the size of a young man´s underarm which ends into a scorpion like tail with a huge stinger. It´s colour is isn´t a bright pattern like that of a common wasp but rather matching to it´s invironment (in the swamps of Dusk, this should be a pale grey-green).

Scorasps start as larva in an animal (or human) carcass. The larva spends most of its lifte time feeding till it is the size of a young man´s underarm. At this stage, the larva pupates and soon a new Scorasp is to emerge. The Scorasp born from the same cadaver normally for small packs of up to six creatures, but solitary Scorasp are not unusual.

While the Scorap will feed on fruit, it is mainly a hunting flesheater. The poison of the Scorasp is paralaysing and it´s normal method of hunting is to repeatedly attack prey with it´sstinger till the amount of venom delivered is enough to paralyze the prey. As the prey is paralyzed, the Scorap is going to feed on it´s meat with it´s strong mandibles, leaving tell-tale open fleshwounds (1w5 damage, no reduction from armour or TB).

Scoraps are aggressive creatures and will attack creaters which are much larger then itself (up to two steps larger on the "Size" table in the core rules), a huge "pack" of them will not shy away from creatures the size of a grown grox.

WS: 25 ST:18 T: 26 AG: 46 INT:10 PER:38 WP:30 Wounds: 3
Move: 6 / 12 / 18 / 36 Damage: 1w5 (Pen: 1; Primitiv)

Traits: Puny (-20 to hit); Venom*; Flyer; Bestial**
Skills: Awareness+10; Dodge+20


*Scoraps Venom [instant/+20/Paralectic]
The Venom is delivered as soon as the stinger hits and armour is overcome. Even if TB reduces the damage to zero, the venom is delivered. Repetitive stings heigthen the amount of venom. Every subsequent toughness check within the same hour is one step hard (+10 for the second, +0 for the third and so on)

**Scoraps are very aggressive creatures. They are hard to fend of (+10 Bonus on "Bestial" role to stay in a fight) but shy away from smoke and flame (-10 if encountering smoke and/or fire).

[Edit: Wrong size trait]

from france

so there it is soory i couldn't make it before. i hop you like it. gregorius yours is very interresting.

they are the native of a uncharted planete just beyond imperial authority

People of the floating isles
The people
Movement: 3/6/9/12
Wounds:19
Skills:native tongue
Talents: levitation. Alpha avian
Traits:suroxygeneration (75/77), natural armor:3 psycher lv1 1 minor power
Armor: 3
Weapon: none or crafted
Threat rating:?

ws bs s t Ag Int Per w fellowship
31 31 20 30 32 40 38 30 36


People of the floating isles
The wind iron eater
Movement: 4/8/16/32
Wounds: 34
Skills: silent move, track, sprint, nyctalopes.
Talents: avian (wing) / predator
Traits: fear3, unatural stregnth, natural armor 5 force +10 suroxgeneration (75/77 roll don’t have the englsih translation) natural weapons.
Armor: 3
Weapon: Natural weapons claws (1d10+6 i) (primitive)
Threat rating: ?


ws bs s t Ag Int Per w fellowship
80 80 50 42 30 42 16

they are like giant fishlike animal capable of thinking and serve as mount for the native.

Norhods (Nightboggarts)
Another creature I intend for Dusk. It will be usefull for any other feral oder frontier world or perhaps even in a hive. In a "proper" imperial world, I would assume that those creatures would have been hunted till extinction.

Norhods are pale and impish creature, resembling a meager human child, but with a large round head, slitted nostrils and a huge maw with many sharklike teeth and sharp talons. The creature do not have any eyes but seem to somehow "sense" there enviroments. Some-one with a the Psyniscience skill can sense a Nightboggart within 30m with a hard (-10) check for said skill.

WS: 35 ST:30 T:35 AG:40 IN:15 Per:36 WP:24
Move: 4 / 8 / 12 / 16 Wounds Damage: 1w10+3 (Prim) [Talons and Teeth]

Traits: Scrawny (-10); Unnatural Senses (30m); Natural Weapons; Fear (1); Bestial;
Skills: Climb; Silent Move (+20); Concealment (+20); Awareness; Dodge

Norhods live in small family groups, between 3 and 12 creatures. The are nocturnal, spending the day in small burrows beneath the earth and often build beneath the roots of old trees. During the night, the Norhods leave their burrow on the hunt for food. They are omnivourus, but prefer meat. They catch & kill smaller animals, steal eggs and youngs and are know to rob childern out of houses. If encountered in greater number, they will even attack lone humans or creatures of similiar size, sneaking up on same and then dogpiling their prey. They are known for attacking other animals while they sleep.
They are smart and audacious and sometimes sneak into camps and even vehicles. If confronted, they will try to flee. If one gets caught or cornered, it will fight viciously.

[i mainly use this creatures as a nighttime threat: they will steal rations, attack & kill guard dogs or even try there luck on a sleeping acolyth and will only back off if some some of them are killed or other persons come to help the victim. Under the control of Vernimspeaker or as Dybuks (see Creatures Anathema or Disciples of the Dark Gods) they make for fearsome opponents as well).

Baraspainian Sand devil

WS BS ST TO AG Int per WP Fel

58 00 67 54 40 11 40 16 0

Traits: Size (Hulking), Burrower, Natural Weapons (Ring of claws and fangs) (1D10+6), Improved natural weapons, Natural armor (7), Toxic, Heightnd sense (hearing), Resistance (toxins), Breath weapon (1D10+5 E), Desturbing, Psy rating 1 (Precognition) Acid blood.

Skills: Tracking, Silent Move.

It's Nasty all right. I made it by rolling of the tables until I liked it.

We might as well get to it.

Just out of High School and waiting to get to University (i guess the Danish scholl system is different from where you guys are from), unimployed at the moment and my girlfriend has a lot of other things to do at the moment so the days and nights have been long and I had to do something.

this is some of the creatures i have created, I rather post them in qroups or the post will be very long.

okay first some creatures that my acolytes either have met or are going to

A different take on the Slaught Flesh Parasites when they are "Implanted" in quardruped animals like dogs.

Name: Flesh Parasite (Quadruped)
Size: Average
Race: Indigen – Animalistic – Gestalt
WS BS S T Ag Int Per WP Fel
40 - 35 38 40 15 40 30 5
Movement: 8/16/24/48 wounds: 20
Skills: Silent Move, Shadowing
Talents: True Grit.
Traits: Fear (1) (when reavealed), Improved Natural Weapons, From Beyond, Quadruped, Regeneration, sturdy, Unnatural Strength (x2), Unnatural Toughness (x2), Undying*, Toxic Blood**
*See Slaught description
**When critically wounded there is a 25% chance that anyone in close combat are hit by a toxic splash (Instant/-/necrotic), this can be dodged but not parried.
Armour: None
Weapons: Improved Natural Weapons (1d10+6 C, Toxic: Instant/-/Necrotic)

A Yark is an large flaoting jellyfish-like creature that hunts by senseing the electricity of living beings, it also manipulates this energy into impulses it uses to attack it prey.

Name: Yark
Size: Hulking
Race: Indigen – Amorphous – Darkling
WS BS S T Ag Int Per WP Fel
34 31 47 56 30 6 41 27 -
Movement: 2/4/6/12 wounds: 24
Skills: Awareness, Silent Move,
Talents: Swift Attack,
Traits: Amorphous, Blind, Fear (2), From Beyond, Hoverer (1/2 AB), Strange Physiology, Sturdy, Unnatural Sense (30 metres),
Armour: -
Weapons: Natural Weapons (1d10+4 E, Primitive), Electrical Impulse (30 metre, S: 1d10+TB E, Shocking)

A Weros is a massive predator (inspiration taken from the Star Wars Terentatek except larger), this is a strait monster not much more explaining.
Name: Weros
Size: Massive
Race: Indigen – Animalistic – Predatory
WS BS S T Ag Int Per WP Fel
56 - 73 64 29 9 39 16 -
Movement: 5/10/15/30 wounds: 35
Skills: -
Talents: Crushing Blow
Traits: Massive, Blind, Fear (3), Improved Natural Weapons, Resistance (Poison), Sturdy, Unnatural Sense (20 metres), Unnatural Strength (x2), Unnatural Toughness (x2)
Armour: Tough hide (all 3)
Weapons: Claws & Mandibles (1d10+16 R, Pen 3)

A Mentar is a semi-humanoid creature made entirely from stone (how = unknown) it is quite strong and tough but also quite slow and not very aggresive until threatened.

Name: Mentar
Size: Average
Race: Indigen – Bipedal – Silicate
WS BS S T Ag Int Per WP Fel
28 0 43 35 21 7 34 16 -
Movement: 2/4/6/- wounds: 16
Skills: Awareness
Talents: -
Traits: Dark Sight, Fear 1 (disturbing), Natural Armour, Natural weapons, Unnatural Strength, Unnatural Toughness.
Armour: Natural (3)
Weapons: Fists (1d10+8 I Primitive)

Name: Stalker
Description: Stalkers are large green humanoid lizards that hunts their prey via stelth, bassed on their abilities some beleives them to be at least partially of the Immaterium.
Size: Hulking
Race: Indigen – Bipedal – Predatory
WS BS S T Ag Int Per WP Fel
61 - 64 52 46 15 44 21 -
Movement: 5/10/15/30 wounds: 26
Skills: Dodge
Talents: Heightened Senses (Touch).
Traits: Dark Sight, Improved Natural Weapons, Natural Armour, Fear (1), Psychic Disturbance*, From Beyond, We are being followed**
*Psychic Disturbance: Psychic Powers being used within 10 metres of a Stalker has its threshold increased by 5
**We are Being Followed: Whenever a Stalker is near a target they must succeed on a Perception test to get a feeling that they are being watched and on a Difficult (-10) Willpower test to see it, if they are deliberately searching the difficulty increases to Hard (-20).
Armour: Tough Scales (5)
Weapons: Claws (1d10+6 R)

Name: Dread Stalker
Description: these are simply more evolved and deadly versions of their normal counterparts.
Size: Hulking
Race: Indigen – Bipedal – Predatory
WS BS S T Ag Int Per WP Fel
65 - 68 58 46 19 44 21 -
Movement: 5/10/15/30 wounds: 30
Skills: Dodge
Talents: Heightened Senses (Touch).
Traits: Dark Sight, Natural Armour, Fear (2), Psychic Disturbance*, From Beyond, We are being followed**, Unnatural Weapons (x2)
*Psychic Disturbance: Psychic Powers being used within 10 metres of a Dread Stalker has its threshold increased by 8
**We are Being Followed: Whenever a Dread Stalker is near a target they must succeed on a Perception test to get a feeling that they are being watched and on a Hard (-20) Willpower test to see it, if they are deliberately searching the difficulty Increases to Very Hard (-30).
Armour: Tough Scales (8)
Weapons: Claws (2d10+6 R)

Okay second set, these are creatures my acolytes are going to meet when they investigate the the Beast House.

Name: Meneah
Description: The Creature is a floating circular red crab-like shell with an array of transparent bluish slashing bladed tentacles wringing beneath.
Size: Average
Race: Indigen – Avian – Darkling
WS BS S T Ag Int Per WP Fel
35 - 40 36 38 5 45 19 -
Movement: 3/6/9/18 wounds: 16
Skills: Awareness, Silent Move, grapple+20
Talents: Resistance (Poison), Monstrous grapple*, Swift Attack.
*When having captured a target in grapple the target suffers 1d10 R damage and 1d5 Toughness damage each round until breaking free.
Traits: Hoverer (AB) – Blind – Natural Weapons – Unnatural Sense (30m) – Fear 1 (Disturbing) – Phase*
*if the creature passes a Toughness Test it may Phase as a reaction instead of a half.
Armour: Natural (all except “arms” & “legs” 5)
Weapons: Bladed tentacles (1d10+4 R, Primitive, Toxic (instant/+10/Sedative))

Name: Menandrilos
Description: A human sized slender money-like creature; it has orange fur, glowing eyes, needle sharp teeth and a mane of red fur around the neck. The creature is lith, fast and extremely ferocious, it is armed with long razor sharp claws on all four limbs (sometimes "improved" to mono-edge in captivity)
Size: Average
Race: Indigen – Animalistic – Arboreal
WS BS S T Ag Int Per WP Fel
30 - 33 28 51 15 31 24 -
Movement: 10/20/30/120 wounds: 12
Skills: Acrobatics+20 Climb+20, Dodge+20 (Succeed on 81 or less)
Talents: Ambidextrous, Assassins Strike, Sprint, Catfall, Lightning Reflexes, Lightning Attack, Step Aside, Hard Target, Very Hard Target*
*Due to the creature’s phenomenal speed and reflexes every “to hit” roll suffers a -10 penalty in addition to anything else, also whenever hit by a ranged weapon firing on semi- or full auto the number of hits drops by 1d5 for semi-auto and 1d10 for full-auto always the a minimum of 1.
Traits: Improved Natural Weapons, Dark Sight, Unnatural Agility (x2), Unnatural Speed
Armour: -
Weapons: Mono-Claws (1d10+3 R, Pen: 2, Fast)

Name: Nectran
Description: See Page 82 in Disciples of the Dark Gods
Size: Average
Race: Indigen – Animalistic – Carrion Eater
WS BS S T Ag Int Per WP Fel
34 - 45 52 37 1 41 21 -
Movement: 3/6/9/18 wounds: 30
Skills: Tracking
Talents: Resistance (Poison), Frenzy, Heightened Sense (smell)
Traits: Improved Natural Weapons, Dark Sight, Regenerate, Fear 2 (Frightening), From Beyond, Crawler, Re-degeneration*
*unless it is completely destroyed the creature has a substantial change of returning to life after it has died, after death make a toughness test, if it is passed the creature returns to life after 1d10 rounds as it’s body heals with 1d10 wounds remaining.
Armour: Tough Hide (2)
Weapons: Claws and Teeth (1d10+4 R, Toxic (Swift/-10/Necrotic))

Name: Taman Eel
Description: The Creature resembles an enormous floating bluish-green eel with dark moss coloured markings on the body and a light green fin running down the back. It has a strange bony crown erupting from its head and a sharp blade-like attachment on the tail. Around it swirl a constant fluctuating energy field that is most heavily concentrated around the “Crown” and tail-blade.
Size: Hulking
Race: Indigen – Avian – Predatory
WS BS S T Ag Int Per WP Fel
51 32 52 41 46 24 39 19 -
Movement: 3/6/9/18 wounds: 23
Skills: Tracking
Talents: Heightened Sense (Smell)
Traits: Dark Sight, Improved Natural Weapons, Hover (½ AB), Natural Armour, Fear 1 (Disturbing), Energy Field*, Sturdy, Unnatural Sense (40m), Energy Crown**
*The Creature is saturated and surrounded by a crackling energy field, all range damage taken is reduced by 1d10, all powered close combat weapon lose their effect (lose shock, tearing, power weapons count as normal weapons etc), in addition its close combat attacks gain the Power field quality and everyone in close combat with it suffers 1d10 E damage every round.
**If the crown is attacked (with a called shot/strike) then there is a change that it is destroyed. All damage against the crown is reduced by 3d10, if the crown takes damage (any amount) after reduction of the energy field and TB then it is destroyed and the creature may no longer use its range attack.
Armour: Scales (3), Energy Field (range attack -1d10)
Weapons: Teeth, Tail (1d10+5 E, Pen: 3, Power field), Lightning Blast (20m 1d10+TB E, Pen: 6, Recharge)

Name: Azar
Description: the creature hides beneath water and only its tentacles and head is exposed, it is dark blue in colour and resemble nothing as much as a hideous marine monster.
Size: Massive
Race: Indigen – Animalistic – Predatory
WS BS S T Ag Int Per WP Fel
66 - 72 62 23 12 34 21 -
Movement: 0/0/0/0 wounds: 40
Skills: -
Talents: Swift Attack
Traits: Dark Sight, Fear 3 (Horrifying), Improved Natural Weapons, Multiple Arms, Slow but Strong*, Unnatural Strength (2x), Unnatural Toughness (2x)
*The creature’s attack are relatively easy to dodge but practically impossible to parry, to represent this all attempts to dodge gains a +10 bonus, while if one successfully parries he is hit anyway but it then the attack counts as primitive. Anyone hit must make an opposed strength, if the creature wins then the opponent is thrown 1d10x decrees of success metres away, and takes 1d10 primitive impact damage when landing.
Armour: Tough Hide (6)
Weapons: Clawed Tentacles, Teeth (1d10+14 I/R)

Name: Lopas Beetle
Description: a small black beetle with a very potent poison.
Size: Puny
Race: Indigen – Crawler – Carrion Eater
WS BS S T Ag Int Per WP Fel
32 - 18 27 33 3 36 24 -
Movement: 1/2/3/6 wounds: 5
Skills: Climb
Talents: Resistance (Poison)
Traits: Crawler, Toxic (Swift/-10/Special), Improved Natural Weapons.
*The poison reduces all physical characteristics (S, T, Ag) to 05 and all non-physical to 20 (WS, BS, Int, Per, WP, Fel) this effectively turns the target into a cripple, the character regains 5 points of each characteristic each hour. In the meantime any talent whose prerequisite you no longer meet are lost until you regain the characteristics.
Armour: Carapace (2)
Weapons: small razor claws and mandibles (1d5+1 R, Pen: 1d5-1, toxic (Instant/-30/Special*))

third set.

I took the liberty to create stats (and some new ones) for the Creatures found in Creature Anathema on page 39 (Kenon III) "Just in case" my players "accidently" happens to land there demonio.gif note that some of the critters may use "Corrosive" weapons as per the "New Critical Table: Corrosion" I created a while ago.

here we go.

Name: Pit–bloom
Description: See page 39 in Creatures Anathema
Size: Scrawny
Race: Indigen – “Crawler” – Predatory
WS BS S T Ag Int Per WP Fel
- - 37 31 38 5 - - -
Movement: 0/0/0/0 wounds: 9
Skills: Concealment+30
Talents: -
Traits: Feeding Frenzy*, Natural Weapons, Unnatural Strength (x2), Unnatural Agility (x2).
*Whenever a target sets food on the Pit-Bloom it will open and unless the target wins on an opposed agility test it will be dragged into the plant, the target and the Pit-bloom must make opposed Strength tests until one has a cumulative of five degrees of success, each round the target takes 1d10+6 Primitive Rending damage on whatever leg he stepped on the plant with. If the target wins he is free, if the Pit-Bloom wins the target is dragged down into its pit where they take 2d10+3 Corrosive damage each round until they die or someone else manage to kill the Pit-Bloom.
Armour: -
Weapons: Teeth (1d10+6 R, Primitive), Digestive Acid (2d10+3 C)

Name: Thrash Briar
Description: See page 39 in Creatures Anathema
Size: Hulking
Race: Indigen – “Crawler” – Predatory
WS BS S T Ag Int Per WP Fel
30 - 32 30 39 10 37 22 -
Movement: 0/0/0/0 wounds: 20
Skills: Concealment
Talents: Ambidextrous, Lightning Attack
Traits: Natural Weapons, long Range*
*Thrash Briars can attack targets up to 3-5 metres away.
Armour: -
Weapons: Tentacles (1d10+3 I, Primitive)

Name: Consumer
Description: Consumers look approximately like a large carnivorous reptile made of plant material; it has four glowing eyes, and long bone-like spines sprouting from its back.
Size: Average
Race: Indigen – Bipedal – Predatory
WS BS S T Ag Int Per WP Fel
43 32 40 34 44 15 36 22 -
Movement: 4/8/12/24 wounds: 17
Skills: Awareness, Concealment, Silent Move, Tracking
Talents: Die Hard
Traits: Dark sight, From Beyond, Heat Resistant*, Improved Natural weapons, Unnatural Agility (x2)
*Count as having Unnatural Toughness against energy weapons
Armour: -
Weapons: Claws & Fangs (1d10+4 R, Toxic) (instant/-/Paralytic), Acid Spray (10 metre, S: 1d10+3 C)

Name: Greater Consumer
Description: A Greater Consumers looks like its smaller counterparts only larger and with more spines erupting from its back.
Size: Average
Race: Indigen – Bipedal – Predatory
WS BS S T Ag Int Per WP Fel
53 42 60 54 44 18 38 22 -
Movement: 4/8/12/24 wounds: 24
Skills: Awareness, Concealment, Silent Move, Tracking
Talents: Die Hard, Crushing Blow
Traits: Dark sight, From Beyond, Heat Resistant*, Improved Natural weapons, Unnatural Agility (x2)
*Count as having Unnatural Toughness against energy weapons
Armour: -
Weapons: Claws & Fangs (1d10+8 R, Toxic (instant/-/Paralytic)), Acid Spray (10 metre, S/-/-, 1d10+5 C)

Name: Consumer Hive
Description: An enormous construct part plant, part insect hive.
Size: Massive
Race: Indigen – “Bipedal” – Gestalt
WS BS S T Ag Int Per WP Fel
- - - 64 - 38 58 - -
Movement: 0/0/0/0 wounds: 45
Skills: -
Talents: -

Traits: Fear 1 (Disturbing), From Beyond, Heat Resistant*, Spawning**, Summoning*** Unnatural Toughness (x2),
*Count as having Unnatural Toughness (x3) against energy weapons.
**When enough bio-matter has been collected by its progeny, the hive may create new consumers. Normally at least a dozen new consumers are waiting to be born at any moment so the Hive has something with which to defend itself.
***As a free action the hive may call all consumers within its TB in kilometres to return to it.
Armour: -
Weapons: -

Name: Species XJ27R
Description: see page 39 in Creature Anathema
Size: Immense (page 249 RT)
Race: Indigen – Animalistic – Predatory
WS BS S T g Int Per WP Fel
74 - 62 78 38 24 37 16 -
Movement: 7/14/21/42 wounds: 42
Skills: Tracking,
Talents: -
Traits: Fear 3 (Horrifying), Regeneration, Sturdy, Toxic, Unnatural Strength (x2), Unnatural Toughness (x2), Unnatural Weapons (x2)*
*The creature’s immense power is such that its natural weapons are capable of shattering lesser weapons and armour with ease, thus it counts as having the “Power Field” special quality and roll two dice plus SB rather than one.
Armour: Natural (6)
Weapons: Pincer Claws (2d10+12 R, Pen: 6, “Power Field”)

Name: Species XJ36N
Description: see page 39 in Creature Anathema
Size: Hulking
Race: Indigen – Amorphous – Herd Creature
WS BS S T Ag Int Per WP Fel
43 - 43 47 27 7 37 25 -
Movement 2/4/6/12 wounds: 28
Skills: -
Talents
: Swift Attack
Traits: Amorphous, Blind, Flyer (2), Multiple Arms, Improved Natural Weapons, Resistance (Poison), Sonar Sense (30m), Strange Physiology, Sturdy, Toxic, Unnatural Toughness
Armour: Tough Hide (2)
Weapons: Tentacles (1d10+4 I), Airborne toxic (5m radius, 1d10 toxic (Instant/-20/lethal))

Name: Effigy
Description: it looks like a human being just made up of plant material. inspiration taken from the "Death World" Imperial Guard novel
Size: Average
Race: Indigen – Bipedal – Carrion Eater
WS BS S T Ag Int Per WP Fel
38 42 30 37 33 18 40 17 -
Movement 3/6/9/18 wounds: 13
Skills: Concealment, Disguise
Talents: Mimic, Resistance (Poison)
Traits: Dark Sight, Natural Weapons, Strange Physiology, Toxic, Toxic Spines*, Explosion**
*if a character suffers damage (any amount) after reduction for armour and TB they do not suffer any wounds but instead must take a Toughness Test with a -5 penalty for every wound “lost” that round. If they fail they are infected with a deadly poison. They lose 1d5 points of toughness every hour which cannot be healed unless they are cured first, if they reach 0 Toughness they die. There is only one cure (short of burning a Fate Point) which is a second poisoning from another Effigy. De-tox does not help against this.
**When an Effigy dies it violently explodes in a storm of poisonous spines. Everyone within 10 metres of a dying effigy will be hit by 2d5 spines, 4d5 if they are within black point range.
Armour: -
Weapons
: “Thorns” (1d10+3 R, Primitive), Spines (20m, S/3/6, 1d10 R, Pen: 1d5, Primitive, Toxic (Special*))

Name: Spitter
Description: An acid-spitting flower, inspiration taken from the "Death World" Imperial Guard novel Size: Scrawny
Race: Indigen – “Crawler” – Carrion Eater
WS BS S T Ag Int Per WP Fel
- 38 - 28 - 8 29 - -
Movement 0/0/0/0 wounds: 6
Skills: Concealment
Talents: Resistance (Poison)
Traits: Strange Physiology
Armour: -
Weapons: Acid projectiles (30m, 2d10+2 C, Pen: 4, S/-/-)

Anyone thought of doing a preditor or the acid for blood Ailen?