MA126 "Hunter" δ (Delta)
Medium size Mutant B.O.W.
HD: 6d10+12 (45HP)
Speed: 40ft. / Burrow 20ft.
Def: 18 (+3 Nat. +5 Dex)
Attacks: 2Claws +9 (1d8+3), Bite +9 (1d6+3+Poison)
Face/Reach: 5ft. by 5ft./5ft.
Special Attacks: Improved Grab, Vorpal Claws, Leap Attack
Special Qualities: Poison, Infectious, B.O.W. traits, Chameleon Power, Darkvision 60ft., Special Weakness
Saves: Fort: +7, Ref +7, Will +3
Abilities: Str 17, Dex 21, Con 15, Int 3, Wis 12, Cha 6
Skills: Hide +16, Jump +12, Listen +8, Move Silently +8, Spot +8
Feats: Multi-attack, Weapon Finesse, Weapon Focus (Claw, Bite), Power Attack
Poison (ex): The bite of the Delta variant Hunter carries a strong neurotoxin: injury, fortitude DC 20, initial 1d6 and the secondary damage 1d6 Con damage.
Improved Grab (ex): To use this ability Delta must first hit with its claw attack. It may then attempt to start a grapple as a free action without providing an attack of opportunity. If it succeeds it establishes a hold and automatically deals its bite damage.
Vorpal Claws (ex): A Hunter’s claws have the vorpal weapon ability. A Hunter can also instantly behead a creature it can coup de grace.
Leap Attack (ex): The Hunter can combine a jump with a charge against an opponent if it covers at least 10ft. of horizontal distance with its jump and ends the jump in a square that threatens its target thus doubling the extra damage dealt by the use of the Power Attack Feat.
BOW traits (ex): All BOW's get the benefits of the Endurance and Diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +5 racial bonus to fortitude saves against poison and disease.
Chameleon Power (ex): As a move action, a Hunter Delta can change its coloration to match its surroundings, granting a +8 circumstance bonus on Hide checks.
Special Weakness (ex): Since a Hunter is a genetically engineered “super-predator” a failsafe countermeasure was developed given its dangerous nature. The MA121-δ series of Hunters have a specific aversion to strong ultraviolet light, such as sunlight. A Hunter that is out and about in direct sunlight for longer than 2d6 rounds is subject to double damage unless it is using Chameleon Power.