Drops:
- 3d6 tons of Dutch Devil Meat
- 2d6 tons of Bioferrous Chitin
- 3d20 kg of Bioferrite
- 3d3 kg of Chemical Weapons (Biotoxins)
- 1 Hunter's Trophy (Head of a Dutch Devil)
The Dutch devil is a gigantic carnivore arthropod that inhabits the Outback, the northern jungles and the northeastern wetlands. From stinger to head it is around 28 meters long. Despite these dimensions it is extremely mobile and can easily catch up to a running man. To kill its prey, it has numerous equally sadistic weapons at its disposal. These include pure Bioferrite pincers and a venomous stinger, alongside a body covered in Bioferrite-laticed chitin plating for armour protection that will cause small calibre rounds to simply bounce off. Fortunately, its face is fairly vulnerable, which has been its historical weakness in myths surrounding the creature. The stinger is filled with over a litre of an extremely naughty cocktail, its primary components being fast acting necrotic enzymes and neurotoxins, so the Dutch devil's victims will rot alive unable to escape to safety. The pincers use a muscle mechanism similar to the mantis shrimp's, giving the animal incredible melee capabilities, if given time to tense its springlock mechanism. It's not unheard of for an individual to rip open an armoured vehicle with its claws and eat the crew inside. Finally, the Dutch Devil is immune to a wide variety of poisons, thanks to its conflictive life in the northern jungles, and the fact it produces thousands of litres of them throughout its life cycle. Fortunately, Dutch devils are fairly rare due to their slow reproductive rate and timidness. They only approach human settlements in times of great famine, which are short and a long time from each other.
Drops:
The creature prepares its biological spring mechanisms to deal a lethal strike with such force it can turn bodily fluids into vapour instantly, and rip apart armoured steel.
Its next Melee Attack (1 AP) will roll d6 for DMG and gain +2 PEN. However, this bonus can only be used on this creature's next Turn. If it is not used, the springlocks will relax and the bonus is lost.
It can be used infinitely.
This creature is big. Very big. You’d be hard-pressed to miss it with a gun. All hit rolls against it gain an Easy DM.
Must be Gigantic 🐉.
This creature will not allow lesser beings to overpower it using superior numbers and will always take a Turn after an enemy if it fights alone.
However, when this ability is being used, the creature suffers from -1 AP. For most creatures, this will render their Turns limited to 2 AP per Turn.
This creature's uniquely strong hide or hard scales grant them a degree of natural ARM.