List | Feature |
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) |
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 |
***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 |
***Amphibious*** Can breathe both underwater and on dry land |
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 |
***Immunity to disease*** |
Ability |
***Formidable Natural Weapons*** - Can actively parry or deflect attacks using its natural weapons. (Mythras Core 214-218) |
Ability |
***Magic Sense*** detect magical emanations within a Willpower number of metres. If the creature touches another and makes a successful Perception roll, it learns of the target’s current magic points, carried enchantments and active spells. |
Ability |
***Night Sight*** Partial darkness as illuminated and darkness as partial darkness.(Mythras Core 214-218) |
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 |
***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. |