List | Feature |
Ability |
***Flora*** Immune to the side effects of Fatigue and severe injuries. Whilst a Serious Wound prevents the limb or location from functioning, the plant does not suffer any other debility. Likewise a Major Wound does not incapacitate. |
Ability |
***Regenerate*** The creature is able to regenerate Hit Points lost to damage. The speed of regeneration varies depending upon the creature. Default is 1 HP / Location / Round (not turn). Unless specifically noted, regeneration does not replace lost limbs, and the severing of a vital location (head, chest or abdomen) will still result in death |
Ability |
***Immunity to mind affecting magic*** |
Ability |
***Formidable Natural Weapons*** - Can actively parry or deflect attacks using its natural weapons. (Mythras Core 214-218) |
Ability |
***Infrared Sense*** Sense warm-blooded living things and other warm objects, such as engines or electronic equipment, in total darkness. This sense has roughly the same range and clarity as human sight, but it does not detect anything that is the same temperature as its surroundings. Cannot sense cold-blooded creatures or doors etc |
Ability |
***Savage*** If grip succeeds on bite it continues to tear the wound open. Spend an Action Point on its turn to automatically roll damage and also gone any negative damage modifier. |
Ability |
***Grappler*** Successful attack = Grapple + damage. Parried attack = Grip vs opponent limb or Pin Weapon on weapon. Uses brawn to resist victim breaking free. (Mythras Core 214-218) |