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Wiki/Bestiary/Special attacks

The bestiary

25 special attacks

On top of an ordinary blow, many monsters carry one thing only their kind can do: breathe fire, drain a life, eat the metal off a shield, fling a member clear across the room. Each fires on a chance before the ordinary attack, and the numbers differ from one carrier to the next, so each monster's own page gives its exact figures.

TONGUE OF FLAME

It spits a tongue of flame for one wound.

Chance
10% to 20% of an attack
Reach
some fire it from across the room
Carried by
3 kinds

CURSE

It lays a curse on one member, who loses up to ten percent off the chance to hit, and every blow aimed that way gains the same.

Chance
20% of an attack
Reach
some fire it from across the room
Carried by
4 kinds

PHASE SHIFT

It turns half ghostly, and every one of its kind in the fight gets one point harder to hit.

Chance
5% to 10% of an attack
Reach
some fire it from across the room
Carried by
4 kinds

RAGE

It works itself up, and every one of its kind in the fight attacks one point harder.

Chance
5% to 10% of an attack
Reach
some fire it from across the room
Carried by
4 kinds

SAND BLAST

It throws up grit that scours one point off a shield, or off the armor of a member carrying none.

Chance
40% of an attack
Reach
only up close
Carried by
1 kind

POISON BITE

The bite carries poison worth up to four wounds, and no armor and no luck stand in its way.

Chance
20% of an attack
Reach
only up close
Carried by
3 kinds

BLOOD DRAIN

It drinks, and one member's maximum hit points drop by one.

Chance
10% to 20% of an attack
Reach
only up close
Carried by
4 kinds

SUFFOCATION

It closes over a mouth and smothers for up to six wounds.

Chance
50% of an attack
Reach
only up close
Carried by
1 kind

PRANK

It pulls some trick that costs one member up to ten percent off the chance to hit and hands the same to everything swinging that way.

Chance
10% of an attack
Reach
only up close
Carried by
2 kinds

LIFE DRAIN

It draws off ten of the experience one member has earned, and enough of that costs a level.

Chance
20% to 30% of an attack
Reach
some fire it from across the room
Carried by
3 kinds

REGENERATION

It knits itself back together and takes up to four hit points of damage off.

Chance
20% to 30% of an attack
Reach
only up close
Carried by
3 kinds

EARTHQUAKE

The floor heaves and every member standing in the arena takes up to four wounds at once.

Chance
30% of an attack
Reach
some fire it from across the room
Carried by
1 kind

CRUSHING CHOMP

The jaws come together for up to twenty wounds, and there is no missing.

Chance
30% to 40% of an attack
Reach
only up close
Carried by
2 kinds

PITCHFORK

The fork goes in and one member's maximum hit points drop by up to four for good.

Chance
10% of an attack
Reach
some fire it from across the room
Carried by
1 kind

TAIL WHIP

The tail comes round and catches one member for up to four wounds.

Chance
40% of an attack
Reach
some fire it from across the room
Carried by
2 kinds

CONSTRICTION

It wraps and squeezes for up to eight wounds until something gives.

Chance
20% of an attack
Reach
only up close
Carried by
1 kind

RIME LOCK

Frost closes over one member and takes the next turn away entirely.

Chance
15% to 30% of an attack
Reach
some fire it from across the room
Carried by
3 kinds

FLING

One member is picked up and flung clear of the fight, and whoever was behind takes the place at the front.

Chance
15% to 30% of an attack
Reach
only up close
Carried by
4 kinds