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===Monsters=== *Electrified: When the creature is hit with an edged melee weapon, the attacker takes 2/4H electric damage and is Stunned. *Flyby Attack: The creature can spend two actions to fly twice its Fly speed, make an attack at any point during this movement, then land at the end of this movement. *Flying: Can only be hit with ranged attacks unless it's attacking in melee. [Keese, etc.] *Puddle: The creature can spend an action to sink into a puddle, causing it to be unable to attack and gain +2k1 on its defence roll. The creature remains puddled until the beginning of its next turn. *Remove X Armour: Reduce armour by X/4, giving the target +2 Speed and -2 Mass each time it's affected. Target cannot be affected at 0/4 armour. *Split (X Y): Spawns X copies of Y when killed, unless it was reduced to -4/4H. [Bari with "Split (2 Biri), etc.] *Spawn X (Y): The creature can spend a round spawning X copies of creature Y. [Queen Gohma, etc.] ----<!-- The stuff below this line is stuff non-Squangos people came up with for this section. --> *Surprise: Covers any stealth-based ability such as Bongo-Bongo's invisibility, Queen Gohma's scuttling or Lanmolas' digging. It allows the creature to take an action to hide itself, and make a Wisdom/Physical check (which we'd give some base rating per trait I guess, like we were doing for Attack?) to make a surprise attack against the target(s). *Shell: Functions like Shield Defence for a PC, up to and including Reflecting. *Grapple: On a hit, the Baba serpent grabs the target. *Severed Mobility- When the Baba serpent's life falls below 5/4H and has been hit with an Edged weapon, the Baba serpent detaches itself from it's roots and gains a movement of 4. *Hanging- The Skultulla can suspend itself from a strand of thread attached to a point directly above it. The skultulla can climb vertically up and down this thread. *Charge: Double Action- The creature can move up to twice its speed in a straight line and attack one enemy in the path of its movement at +1k0. *Thieving- On a successful hit, The Rat steals 1d6 Rupees or 1d6 pieces of ammunition from the target. *Cling- On a hit, the Gel sticks to the target, occupying its space. The target takes both a -1k0 penalty to all rolls and -1 speed per Gel. Every 2 Gels adds 1 Mass to the target. The Gel remains attached until killed. *Withdraw- Single Action- The Mad Scrub can withdraw into it's flower until the beginning of it's next turn and become impervious to damage. At the beginning of it's next turn, it must resurface from the flower as a Single Action and cannot withdraw until the turn after that.
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