| List | Feature |
| Ability |
***Immortal*** Never ages - gains tremendous life experience |
| Ability |
***Frenzy*** When wounded or exposed to a particular substance Willpower roll or enter a frenzy. Duration = CON rounds. Combat actions only on attack or move towards combat - no spells, parries,evades. No fatigue, immune to mental control, no detrimental effects of Serious Wounds, although a Major Wound will still incapacitate.Press Advantage has no effect on it. If still alive, once the frenzy finishes the creature automatically gains a fatigue level of Exhausted. |
| Ability |
***Echolocation*** Can perceive others that may be either motionless or hidden making stealth roll two grades more difficult
|
| Ability |
***Chaos Aura*** Tainted by the Chaos rune and other Chaotic creatures can sometimes recognise this. When encountering a creature of Chaos, it can attempt a Willpower roll. If successful, the creature will not be attacked by its enemy, so long as it does not take any hostile action. |
| Ability |
***Terrifying*** Unopposed Willpower roll. Success -- - shaken for one round and cannot act offensively. Failure - flee in terror. Fumble collapse unconscious from the shock. Critical success - act unhindered. Once per encounter. |
| Ability |
***Leaper*** The creature uses Leaping attacks as described on page 152 of the Combat chapter, but can combine the leap with a physical attack such as a claw or bite. If the leaping creature wins the opposed leap attack roll, it automatically inflicts damage for one of its natural weapons on the target. This damage cannot be parried except by Passive Blocking. |
| Ability |
***Death Sense***
In tune with the powers of death, the crea- ture can sense the death of living things and dead flesh at a range of up to half its INT or INS in kilometres. |
| Ability |
***Multi-Limbed*** Additional Combat Action per extra pair of limbs (beyond the first) it can bring to bear during combat |