This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== Hurler Elite ====== ''This opponent inflicts damage near and far'' **Alignment** | **Class** | **Role** | **Type** **Size** ---- **Prow** 4 | **HD** 4 | **CL** | **Ini** \\ **TP** 25 | **MP** \\ ---- **Initiative** +2 | **Perception** +5 | **Special Senses** \\ **Movement** 30ft ---- ===== Defense ===== **Armor Points** 30 | **Hit Points** 50 | **Wounds** 15/30 **Defense** 14 | **Magic Defense** 12 \\ **CMD** +10 | **CMB** 22 **Fort** +5 | **Ref** +5 | **Will** +2 ----- ===== Attacks ===== * **Hurl** (Half) — +8 (3d6+6, Savage 4, 50ft thrown) * **Slam** (Half) — +8 (2d6+8, x3 Crit) ----- ===== Specials ===== **Knockdown** When an attack hits, spend 3 TP, the target must make a Fortitude DC 15 or be knocked prone \\ or **Explosive Throw** Spend 5 TP, as a full round action out to 50ft, 20ft Diameter burst inflicting 8d6 Damage, Reflex DC 15. Can deal Fire, Cold, Electricity or Acid Damage \\ ----- ===== Attributes ===== **Str** (4) | **Dex** (2) | **Con** (2) \\ **Int** (0) | **Wis** (0) | **Cha** (0) ----- ===== Skills ===== * Athletics +10 ----- ===== Loot ===== * Loot