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Nightcats:Bestiary

From Crucible Codex
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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.