List | Feature |
Ability |
***Multi-Headed*** An additional Combat Action per extra head possessed beyond the first. These are lost as each individual head is incapacitated or severed. Provided one head remains active, the creature can still control its shared body. When a multi-headed crea- ture resists spells which affect emotions or intellect, it rolls individual saves for each still intact head. |
Ability |
***Venomous*** Has a venomous attack. May use Inject Venom Special effect |
Ability |
***Area Attack*** Creature or plant of suitable size can sweep or stomp multiple foes, its attack roll being simultaneously applied to everyone within reach of the body part used to make the attack.
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Ability |
***Cold-blooded*** One meal a week. Below 15C Strike Rank -6, - 1 AP per round. Below 5C catatonic. |
Ability |
***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence. |
Ability |
***Immunity to poison*** The creature is immune to all poisons. All creatures without SIZ automatically have this Trait, although it is not specifically listed in their descriptions. |
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 |
Exotic Poison |
***Hydra Venom*** Application: Contact or Inhaled
Potency: 70 Resistance: Endurance.
Onset time: Liquid form: both the Agony condition and acidic effects are instant. As a gaseous miasma, Asphyxiation begins immediately upon inhalation.
Duration: Half the hydra’s CON in rounds as liquid, or minutes as an inhaled miasma
Conditions: Initially acts as Strong Acid which causes 1d4 damage to whatever it touches, either to the Armour Points of an object or the Hit Points of a location. If the venom touches flesh it will inflict Agony for the remainder of the duration, if not resisted . In confined circumstances the acrid miasma causes a victim to cough and choke if they fail to resist, incapacitating them as per Asphyxia as their lungs begin to burn. Such damage is only temporary however, recovering after 10 minutes of breathing clean air. If the accumulated asphyxiation damage to the chest causes the victim to pass unconscious, there is a risk they will choke to death. MI pg 225 |
Spirit Ability |
Puppeteer - The possessing spirit can control the physical body of others. It can be used benevolently to take control of a totem animal or protect a spirit magician’s body whilst he is discorporate. Hostile spirits on the other hand, use this ability to steal the body of a foe to achieve the spirit’s strongest desires. |
Spirit Ability - Fetch |
Persistent - Fetch gains immunity to magical dismissal of any form. This does not mean it is immune to magical damage or Spirit Combat, only that spells such as Banish or Exorcism do not affect it. |