Nightcats:Bestiary
Appearance
Trait Vocabulary
Use these terms consistently across the bestiary.
| Trait | Effect |
|---|---|
| Ambush | The creature gains 1 Advantage Die when attacking from concealment, surprise, or a position of clear tactical superiority. |
| Burning Wounds | A victim struck suffers the normal damage, then continues to take harm or penalty from the wound until treated or until the GM rules the effect has passed. |
| Charge | If the creature moves at least several yards straight toward a target before attacking, it gains 1 Advantage Die on the attack. |
| Constrict | If the creature successfully grapples a target, it may continue inflicting its normal damage each round until the victim escapes or the creature is driven off. |
| Death Roll | Against a grappled target in water, the creature gains 1 Advantage Die on damage or inflicts especially brutal injury at the GM’s discretion. |
| Dissolving Sap | A trapped victim continues taking damage each round until freed from the hazard. |
| Drain | When the creature inflicts damage, it restores 1 Lifeblood to itself, or else weakens the victim in some obvious physical way. |
| Dream Pollen | Anyone exposed must make an appropriate test or become drowsy, confused, or dulled. The GM may impose 1 Penalty Die on affected actions. |
| Fast Strike | The creature gains 1 Advantage Die on initiative-related tests or on its first attack when speed is decisive. |
| Fearless | The creature does not test for fear and cannot be driven off by intimidation alone. |
| Fever | A wounded victim must make an appropriate test after the encounter or suffer worsening weakness, delirium, or continuing loss of Lifeblood until treated. |
| Grapple | On a successful attack, the creature may seize and hold the target instead of, or in addition to, normal positioning effects. A grappled victim cannot freely move away. |
| Immobilize | A victim caught by the creature cannot move until freed by a successful test, outside help, or cutting loose the restraining growth or limb. |
| Needle Thorns | Anyone passing through or forced into the hazard suffers immediate light damage and risks lingering pain, swelling, or infection. |
| Pack | When attacking a target already threatened by one or more allies, the creature gains 1 Advantage Die. |
| Poison | Anyone wounded must make an appropriate test or suffer additional damage, weakness, paralysis, or another venom effect chosen by the GM. |
| Pounce | If the creature leaps from cover, from above, or onto an unaware foe, it gains 1 Advantage Die on the attack. |
| Stealth | Attempts to notice the creature before it attacks suffer 1 Penalty Die, so long as it has cover, darkness, or natural concealment. |
| Swarm | The creature is made up of many small bodies. Normal weapons do not always work well against it, and the GM may give attackers 1 Penalty Die when brute force is the wrong answer. |
| Trap | The creature or hazard does not pursue, but anyone entering its reach, maw, or grasp is immediately endangered and may need a test to escape. |
| Trample | When the creature overruns a target, it may strike more than one nearby foe, or knock victims aside, prone, or underfoot. |
| Unfailing | The creature does not retreat, hesitate, or abandon pursuit unless physically prevented, destroyed, or compelled by sorcery. |