Hostiles
Name | Type | Tier Range | Location | Size Class | Weight Class |
---|---|---|---|---|---|
Adamite | Animal | Tier 1-2 | Anywhere (Mana Source) | Very Small | Very Light |
Basilisk | Humanoid, Reptile | Tier 3-4 | Any Wild | Mid | Mid |
Boogey | Humanoid | Tier 2-3 | Abandoned/Neglected Camps | Mid | Mid |
Child of the Black Lotus | Demi-Human, Void | Tier 4-5 | No Regular (Created) | Mid | Very Heavy |
Cockatrice | Animal | Tier 2-3 | Forests, Plains? | Small | Light |
Corrupter | Demi-Human, Undead | Tier 3-4 | No Regular (Created) | (Depends on Race) | (Depends on Race) |
Drake | Animal, Reptile | Tier 4 | Any Wild | Very Large | Very Heavy |
Dryad (Hostile) | Demi-Human | Tier 3-4 | Forests | Mid | Mid |
Ghoul | Humanoid, Undead | Tier 2 | No Regular (Created) | (Depends on Race) | (Depends on Race) |
Kobold | Humanoid | Tier 2-3 | Forests, Plains? | Small | Light |
Lich | Demi-Human, Undead | Tier 4-5 | No Regular (Created) | (Depends on the Race) | (Depends on the Race) |
Nymph | Demi-Human | Tier 3-4 | Abandoned/Neglected Camps | Mid | Mid |
Ogre | Humanoid | Tier 3 | Plains? | Mid | Very Heavy |
OO | Demi-Human | Tier 2-4 | ??? | Mid | Mid |
Phoenix | Bird, Fire | Tier 2-4 | Volcanoes | Mid-Large | Light |
Planet Eater | Void, Animal | Tier 5 | The Void | Very Large | Very Heavy |
Robot | Humanoid, Electric | Tier 2-3 | No Regular (Manufactured) | Mid-Large | Heavy-Very Heavy |
Tanuki | Humanoid | Tier 2-3 | Forests, Plains? | Mid | Mid |
Undine (Hostile) | Animal | Tier 2-4 | Water | Small-Very Large | Light-Very Heavy |
Yuki (Hostile) | Demi-Human | Tier 3 | Snowtipped Mountains, Arctic | Mid-Large | Mid-Heavy |
Contents
Drake
Main article: Dragon
The large majority of dragons left the plane long ago. Most of the ones that stayed grew and accepted society on some level.
Some, however, rejected society entirely and set off to establish their homes out in the wild, splintering off and becoming violent drakes. What they lack in intelligence is made up in pure destructive magical power, though. Drakes are mindless, violent reptiles that cannot be reasoned with at all, commanding primitive but powerful magic. Well, I think it's more interesting.
Traits
- Magic: (One Element) - High
- Natural Flight - Power
- Prehensile Tail - Small
- Sharp Claws
- Sharp Teeth
- Size: Very Large
- Tier 4
Combat
Encounter Party: 1 Drake
Combat:
- Bite - Normal, short. Four dice of damage.
- Feral Blast: (Element) - Special, any in front of it. The drake spews a powerful blast of its elemental energy forward.
- Scratch - Normal, mid. Four dice of damage.
- Trip - Normal, short. Two dice of damage, the character is knocked to the ground.
Dryad
Main article: Dryad
Dryads are a dangerous and violent race in the modern day. Some are tolerant or even friendly towards other races, but the overwhelming majority are hostilely xenophobic.
In general, they all share a very emotional worldview, as well as a physical weakness to fire.
BLUE is trying to bring peace between Dryads and the other races, so they are common encounters in later missions.
Maneater
Maneater plants are what's on the label. Plants so large they can swallow a person whole.
Maneater plants are aggressive and loyal to Dryads, and as such are paired with Slicers, although they can be found without them in rare circumstances.
Traits
- Acidic
- Prehensile Tail - Large
- Teeth
- Tier 2-4
Combat
Encounter Party: 1-3 Maneater
Attacks:
- Bind - The character is unable to move until they break free (or are broken free) of the Maneater's grip. One dice of ongoing damage every two turns.
- Bite - Normal, short. Three dice of damage.
- Critical Success - The attack is immediately followed by Swallow as a free action.
- Swallow - Special, only on bound opponents. Two dice of damage. One dice of ongoing damage until they are free.
Tangler
Tanglers are one of the many carnivorous plant species bred by modern day Dryads. Particularly notable as, if given time, they subdue and take over nervous systems, leaving their prey incapable of stopping their demise.
Dryads often drop Tanglers into wooded or withdrawn villages at night. An average night of sleep is more than sufficient for them to take over. However, at that point the tanglers are young and weak, and easily removed by any free bodies, making this strategy a poor one in larger areas. Given more time, though, and the tanglers take root in the person's chakra, making it near impossible for any normal person to remove.
Tanglers, both as plants and as hosts, do not recognize dryads, so finding an area with tanglers generally means dryads are not in the immediate premise. In addition, those under the tangler's effects are slowly being digested by the plant. Depending on when a group comes across a village, they come find villagers covered with plants they can just pull off, decaying people with plants controlling their movements, or a large pile of bones and rubble under a thick tangle of vines, none of which are too pleasant of an experience.
As such, adventurers traveling through areas with known dryad activity are encouraged (moreso than normal) to have at least one guard watch over, preferably with a torch.
Personality
- Brave - Very High
- Emotional - Very High
Traits
- (Whatever they had before tangled)
- Weakness: Fire - Low
Combat
Encounter Party: 2-6 Tanglers
Attacks:
- (Any racial attacks, physical only)
Tempter
Dryad Tempters are usually the first dryads dead men see. These dryads acts as active sentries around their territories, equipped with an array of plants useful for luring and disorienting outsiders.
Tempters usually follow targets for a while, looking for signs of weakness or fatigue. They tend to travel alone or in pairs to avoid arousing much suspicion, and try to flee if attacked.
Personality
- Cautious - High
- Emotional - High
Traits
- Bonded: Tree - Tempters are usually bonded to trees within their settlement. Some tribes destroy the trees of Tempters missing in action, suspecting betrayal or capture.
- Disorient - As they bring their prey closer, they release spores that blur vision. This makes it so even should the prey suspect the trap, they have a hard time telling friend from foe.
- Pheromones - Equipped with plants that disorient the mind, these scouts gain huge bonuses in their ability to misleading others.
- Weakness: Fire - Mid
Combat
Encounter Party: 1-2 Tempters
Special Notes:
- Tempters have a pollen from a plant on them which makes those around them take penalties when working against them.
Attacks:
- Disorient - Normal, short. The character(s) has trouble telling friend from foe as their vision blurs.
Slicer
Dryad Slicers are the more aggressive dryads, who act as the guards within their settlements. They are heavily armed for combat, and often bonded to a carnivorous plant that assists them in combat.
Slicers fight until incapacitated, and are usually in groups. They are excessively dangerous enemies that should generally be avoided, but are rarely encountered outside of Dryad camps.
Personality
- Brave - Very High
- Emotional - Very High
Traits
- Bonded: Maneater - Slicers are usually tied to a carnivorous plant that assists them in combat.
- Organic Armor - Slicers take much less damage than normal due to their built-in organic armor.
- Organic Blades - Slicers deal much more damage than normal when attacking with organic bladed weapons.
- Tier 4
- Weakness: Fire - High
Combat
Encounter Party: 2-4 Slicers, 1-3 Maneaters
Attacks:
- Melee - Normal, only when regenerating swords. One dice of damage.
- Swordplay - Normal, short. Three dice of damage.
Gnoll
Gnolls are trolls who have never experienced or outright refused society. They tend to be no more dangerous than trolls by themselves, but an aged gnoll usually is the leader of a pack of whatever monster they've chosen to associate with.
Traits
- Claws
- Tier 2-4
Combat
Encounter Party: 1 Gnoll, 2-6 Monsters of One Type
Attacks:
- Feral Melee - Two dice of damage.
Kobold
Kobolds are ratlike humanoids, descended from the goblins who refused society. To compensate instead, they embraced their more animalistic nature and became quick, stealthy monsters.
Traits
- Size: Small
- Tier 2-3
Combat
Encounter Party: 3-6 Kobolds
Special Notes:
- Kobolds are small enough to occupy a square of another creature, causing any misses to hit the creature instead. When the creature's turn starts, they have a good chance of throwing the kobold off.
Attacks:
- Bite - Normal, only when engaged in melee. Two dice of damage. The kobold is able to jump onto the target.
- Scratch - Normal, short. One dice of damage. The kobold is able to jump onto the target.
Nymph
Nymphs are spirits born from emotion, who create a physical vessel. The process is costly, and nymphs have particularly ephemeral lives due to it. Being creatures of pure emotional energy, it's sometimes rumored cubus caused incidents just to harvest the nymphs that spawn later.
Nymphs are created only at areas that hold a great emotional weight, and often can recall details of what happened. An interesting effect is that their personalities are the inverse of the event that created them: nymphs created from war are cheerful and carefree, and Nymphs created from happiness are angry and confused.
Nymphs can come in any size or shape, but usually appears somewhere between childhood and adulthood, and they usually relate to their event. For example, a Festival Nymph is more likely to appear as a child than the other two, a Temple Nymph is more likely to appear to be wearing cleric clothes, a War Nymph is the most likely to appear as a soldier. Still, there are a lot of variations, it is simply whatever the spirit desires (we will fall).
Festival Nymph
Many communities regularly hold festivals for various reasons and holidays. As this events become more regular, the attendance and joy usually builds. Occasionally, such events are stopped suddenly, as the community needs to move or is attacked.
Festival Nymphs spawn a few years after the last celebration. These are angry, bitter creatures who try to keep the festivities going. Their power is usually over a field or clearing where the event was held, and they are capable of manipulating it with ease. In addition, they also are capable of controlling any bodies in the field to continue the tasks it wants completed, and are also capable of producing feelings of euphoria and manipulating individuals into enjoying the set-up.
Festival Nymphs often place themselves in the role of the event planner. They are least irritable when everyone is indulging in the festivities, and view adventuring parties as hooligans who are trying to break up the event. Clearly they just need to be taught to have a good time. In general, parties are assimilated into the festival after defeat.
Festival Nymphs are most likely encountered if a party is sent to investigate any clues a village could have, and can sometimes be disarmed if it is proven (or they are tricked) the festival is illegitimate in the spirit of things: If it is one wrong day(s), if the event is celebrating is not occurring.
Festival Nymphs are usually the only aggressors, although they may assign certain puppets the role of 'security,' who travel in pairs.
Personality
- Emotional - Mid
Traits
- Tier 3-4
Combat
Encounter Party: 1 Festival Nymph, 0-2 Security Personnel
Special Notes:
- The Festival Nymph is able to remove one combatant at a time with a feeling of euphoria to enjoy the festival. This can be interrupted by another character, a save, or the Nymph's defeat.
Attacks:
- Melee - Normal, short. Two dice of damage.
- Shift - Special, any. A part of the festival becomes different to disorient or inhibit members of the party.
Temple Nymph
Communities need faith in SOMETHING. Often times they'll simply gather together to draw strength from one another. Sometimes they'll put their faith into an artifact from the Age of the Gods. Sometimes, they'll put it in a leader of the community, or a powerful outsider or legend. These temples are great in their time, but are often forgotten as years go by.
Temple Nymphs spawn a few years after the temple is entirely abandoned. Violent Nymphs who want the feeling of peace and calm to continue, their power is over the entire temple, making them incredibly dangerous as they shift the halls to confuse and separate party members. In addition, they can animate corpses and statues to serve their goals, as well as 'awaken' any party member it can separate and meet in person for a number of turns.
Temple Nymphs believe themselves to be whatever was worshiped, and pack a punch to back up the claim a fair bit. They often keep the rituals and masses going, revolving around them. They are able to sense and disorient parties as soon as they enter the temple (ominously locking the door behind them), who they view as new members who need persuading to the cause. If a party is successfully defeated, they become new members of the faith.
Temple Nymphs are often encountered as parties try to recover items or knowledge from a temple, and can sometimes be dissuaded if it is proven (or they are tricked) they are not the object of worship. This is a more difficult task as they often model themselves after the object, and many times react with denial in any case. However, if they are convinced, they can often provide more information than the sought object.
Temple Nymphs usually send waves of devotees out to weaken the party, and try to only appear if they can convert one by itself. As they cannot 'awaken' a character and shift the terrain, they usually try to isolate those who would continue to fight rather than flee one-on-one. If attacked by the group while away from their pedestal, they often slowly move back while still whittling away and disorienting them. In their chamber, they often have their best devotees as well as several bonuses. Their greatest devotees can be powerful and include any race, cubus in particular who come on their own to try to devour Temple Nymphs often find themselves quickly worshiping their meal.
Personality
- Emotional - High
Traits
- Tier 4
Combat
Encounter Party: 1 Temple Nymph, 3-6 Followers of Any Race
Attacks:
- Awakening - Special, only when engaged in single melee. The character becomes a follower of the Temple Nymph, with little chance to break free until engaged in combat with old allies.
- Melee - Normal, short. Two dice of damage.
- Shift - Special, any. The Temple Nymph is able to move an opening in an room, dividing or obstructing the party.
War Nymph
War is a constant, and large bloody battles occur all the time. Often times battles are forgotten and the dead never given a proper burial.
War Nymphs arise years after particularly violent battles, and are the most dangerous time of Nymph. Cheerful and playful, these Nymphs love to keep playing the battle over and over. Unlike other Nymphs, they tend to have little or no control over the landscape, but instead have fullcontrol of their puppets' abilities. They have no need to control party members, as they simply need to make them the eye of combat and they're pretty much forced to play a part.
War Nymphs occasionally consider themselves generals, but most often just see it as a form of play. They are very rare but can be encountered anywhere, and often are mobile, movin g through villages playing their game. They are hard to persuade on any level, seeing it all as a game. They are by far the least attached to other beings, as they gleefully orchestrate battles between the corpses they control.
The most dangerous things about War Nymphs is the large number of puppets they command. Luckily, as it is all seen as a game, they are just as likely to attack each other as a party member. Still, with powerful energies flying every direction there is no guaranteed safety.
Personality
- Emotional - Very High
- Adrift - Very High
- Self-Oriented - Very High
Traits
- Tier 4
Combat
Encounter Party: 1 War Nymph, 12-20 Puppets
Special Notes:
- At the beginning of every turn, the War Nymph rolls a dice to see how many of the Puppets focus on the party rather than each other. Any attacks are assumed hits, although party members within range may need to roll themselves if the attack(s) is area of effect.
Attacks:
- Armed Combat - (Depends on the weapon). Three dice of damage.
- Eye of Combat - Special, any. The character because the focus point for the battle, all successful attacks are dealt to them and they are most likely to be hit by wild spells.
Ogre
Ogres are large bulky humanoids, descended from the orcs who refused society. To compensate instead, they embraced their more animalistic nature and became slow muscular monsters.
Traits
- Tier 3
Combat
Encounter Party: 1-3 Ogres
Attacks:
- Charge - Normal, long. Three dice of damage, the character is knocked to the ground.
- Feral Melee - Normal, short. Two dice of damage.
OO
The OO (pronounced Oh-Oh, as all things the name may change) was once a powerful sect of elf belief, that elves were loved and nurtured by the Gods and the other races and monsters were responsible for everything else wrong. This was attractive to the pride of many elves, and they became violent, hateful people, wiping out whatever they could and trying to figure out how to with anything they couldn't.
Although their capital and homeland are destroyed in modern times, there are still small groups who follow the preachings. They are almost always built of having at least one of each type of soldier.
OO Restorer
OO men who took up two-handed swords, the most favored of all OO. Any leader of a conventional OO group is guaranteed to be one, although some groups may try less traditional organizations.
These men are trained to be in perfect physical shape, and it is generally forbidden for them to learn magic. They play the general role of a fighter or more aptly barbarian, and tend to be leaders of groups and organizations, portrayed as exemplars of masculinity.
Traits
- Tier 2-4
Combat
Encounter Party: 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator
Attacks:
- Melee - Normal, only when disarmed. Two dice of damage.
- Swordplay - Normal, short. Three dice of damage.
OO Rejuvenator
OO women who took up healing and defensive magic. The favored women of OO, and may be matriarchs in some rare groups. Any psychic OO women are automatically placed here.
These women are taught magic past down through generations of OO, and generally act as clerics. They are usually sought as wives by Restorers and portrayed as exemplars of femininity. However, they tend to house a much darker and violent personality than they show with their combat skills, and a less advertised part of their job description is acting as lead torturers and conditioners of slaves and prisoners.
Traits
- Tier 2-4
Combat
Encounter Party: 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator
Special Notes:
- Rejuvenators have no melee, and more or less go limp if grappled. However, they are masters of manipulation, and may be able to break free by disorienting the character.
Attacks:
- Heal - The character regains three dice of hit points.
OO Purifier
OO women who took up offensive magic. Though they are not as favored as Rejuvenators, they tend to be much more useful in furthering the goals of OO.
These women are taught select magic that are not considered heresy, and discouraged from working beyond those. They generally act as mages, but are taught how to disengage from melee. Being of a lower class, they are considered expendable by the OO and many of their higher spells indeed shortly cost them their lives. Restorers and Rejuvenators will use them as shields in combat if it means victory or escape for them.
Traits
- Tier 2-4
Combat
Encounter Party: 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator
Attacks:
- Divine Blast - Special, any. Three dice of damage.
- Melee - Normal, only when engaged in melee. One dice of damage, the character is pushed out of melee range.
OO Infiltrator
OO men who took up light weapons and stealth. They are men who were not physical enough to work as Restorers. They are generally considered disgraces and have very few rights within the organization. Any psychic OO men are automatically placed here.
These men are taught stealth and trickery, and act as rogues and spies. Although OO does not recognize it in the slightest, they are essential for their success. Infiltrators often are sent into local villages and other organizations to learn weaknesses and sabotage them. Their lives are meaningless to OO as a whole, who will often raze areas they have Infiltrators in if their success is guaranteed. For some reason, Infiltrators have a highest defection rate.
Traits
- Tier 2-3
Combat
Encounter Party: 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator
Attacks:
- Melee - Normal, only when engaged in melee. Two dice of damage, the character is pushed out of melee range.
- Swordplay - Normal, only when behind a character. Three dice of damage.
Phoenix
Fiery birds that feed off of heat, phoenixes are most often found in volcanoes, although they may frequent deserts or nest someone else temporarily.
Phoenixes are extremely territorial, and deal fire damage to anything that touches them. In the presence of a large source of heat, they can grow massively and regenerate with ease.
Salamander villages often catch and release phoenixes to partially feed off of.
Traits
- Size: Mid-Large
- Tier 2-4
Combat
Encounter Party: 1-2 Phoenixes
Special Notes:
- Phoenixes regenerate from fire damage.
Attacks:
- Charge - Normal, long. The character(s) take one dice of fire damage and are knocked to the ground.
- Grab - Normal, short. The phoenix grasps a grounded character in their claws, who is unable to move until they break free. One dice of ongoing fire damage.
- Heat Wave - Special, mid. The phoenix releases a wave of fire that most dangerous when adjacent to it.
- Peck - Normal, short. One dice of fire damage.
- Scratch - Normal, Short. Two dice of fire damage.
Robot
Humanoid automatons become more and more commonplace, and are used in place of Tellurians in mechanical and military work and service.
Robots, unlike androids, cannot disobey directives, and are easily manipulated by those who can edit them. A more technical way of saying this is they have very low mental defense stats, they're primarily physical beings.
Traits
- Tier 2-3
Combat
Encounter Party: 2-6 Robots
Special Notes:
- Robots are healed by electric attacks.
Attacks:
- Melee - Two dice of damage.
Tanuki
The sibling race of kitsune, who approached magic at the same time. However, they believed magic was less a field of knowledge and more a muscle. Their power grew, and the less they thought, the better they performed. They abandoned any pretense of civilization and became savage, feral creatures.
Tanukis often travel in small packs, and are capable of using large bursts of magic. They are most likely to attack in forests, where they often have magic traps set up.
Traits
- Tier 2-3
Combat
Encounter Party: 2-4 Tanuki
Attacks:
- Feral Blast - Special, mid. Two dice of damage.
- Feral Melee - Normal, short. Two dice of damage.
Undead
Ghouls
The most common form of undead, these usually spawn after a ritual gone wrong (or sometimes right). These are usually beings devoid of mind and spirit, only aware of a hunger for chakra as theirs bleeds away.
Ghouls rarely are spawned alone, usually they reside with a few to many others.
Traits
- Tier 2
Combat
Encounter Party: 3-9 Ghouls
Corrupter
More powerful people find a ritual to survive without chakra far less limiting. These people tend to preserve their minds and souls, although they always seem a bit more twisted afterward. They are far less reliant on their hunger than Ghouls, and can feed off the same subject multiple times if they desire.
Corrupters are infused with a new enigmatic source of life from their ritual, which often defines their underlying desires. Though they still are required to drain chakra, this source often augments their powers to new heights. More powerful Corrupters are able to convert those they've fully drained under the new source as thralls, and particularly powerful Corrupters are even able to bend the shape the thralls and land around them to start their new domain.
Corrupters' minds are under the influence of the life source, and so long as they are, their minds are pulled to another plane before they can generate another body to try again, usually many decades later. Many of the Corrupters in custody and active in the modern world have been killed several times in the past. In order to free a subject to a natural death, the bond to their mind must be severed.
Traits
Combat
Encounter Party: 1 Corrupter, 2-4 Thralls
Lich
Many powerful mages saw the beginning of the influence, and figured they'd cut out the middle man and sustain themselves. Indeed, although they require chakra as much as any other undead, they simply use their mana to fulfill the role, although they can drain chakra from any interlopers in their schemes.
Liches tend to sustain themselves through a magical artifact they created, which supplies or houses the mana they need. As such, even if their body is destroyed by some plucky young adventurers, they can regenerate in a new body within a short number of days. However, the cost for this is very high in knowledge and power, so liches are thankfully extraordinarily rare.
However, liches tend to live long lives interrupted or not, and as such have access to spells and abilities even high level mages can barely imagine. The fact that they tend to fight alone is little comfort when confronted with their dazzling abilities. Which I can't think of defining yet!
Traits
Combat
Encounter Party: 1 Lich
Undine
Main article: Undine
Although many Undines have found society to be the most beneficial option, the large majority of Undine still maintain their predatory roots.
Undine by themselves are generally pretty harmless to anyone who is capable of swimming, as they're mostly focused on catching fish. However, their power increase around each other, and they ARE areas in the ocean where pretty much form a coral reef OF DEATH. These areas are generally well-marked on maps and pretty obvious, but a convenient storm might force PCs at sea into them at times.
Traits
- Tier 2
Combat
Encounter Party: 2-12 Undine
Attacks:
- Pull - Special, any. The character is pulled a number of squares closer.
- Whip - Normal, short. Three dice of damage.
Voidspawn
The Void is barely known. Mages occasionally use it as a dumpster for particularly bad experiments, but none have survived trips into it. It's been made clear it is largely if not entirely devoid of mana, but it appears some creatures have adapted to survive.
Planet Eater
Planet Eaters are the only known inhabitants of the Void, as they are the only one to have ever crossed over. They are slaves to their hunger for mana, and any creature in the Void would have to be more powerful than it to survive.
Planet Eaters are the most dangerous hostile force in the known universe. They are immense, easily one and a half times the size of a hospitable planet. Due to their size and power, it is hard to tell if magic has any effect at all, as they shrug off anything thrown at them. The only confirmed way to stop them is trapping them between several black holes.
It's rumored that the Zero Hunter once devoured one from the inside, but even if it was true, the situation would be excessively hard to replicate.
Traits
- Tier 5
Combat
Probably not.
Yuki
Main article: Yuki
Yuki are a race that roam the tundra, the arctic, and mountaintops, anywhere they can experience and embrace the cold. Though a few might decide to explore society, the vast majority are ecstatic where they are. They reject society in the sense they don't even try to understand other races. They have their villages, but should an outsider come hoping for hospitality, they will more find themselves frozen to death.
Yuki are capable of manipulating and creating ice in cold temperatures, as well as shapeshifting to a more powerful Yeti form. In addition, Yuki often have assistance from their wolflike pets, Snow.
Traits
- Tier 3
Combat
Encounter Party: 1-3 Yuki, 1-3 Snows
Special Notes:
- All are resistant to ice magic.
Attacks (Snow):
- Bite - Normal, only when in engaged in melee. Two dice of damage.
- Scratch - Normal, short. One dice of damage.
Attacks (Yuki):
- Ice Magic - Special, mid. Two dice of damage.
- Melee - Normal, short. One dice of damage.
- Shapeshift - Special. The Yuki turns into its Yeti form, knocking any adjacent out of melee range.
Attacks (Yeti):
- Feral Melee - Normal, short. Three dice of damage.
- Shapeshift - Special. The Yeti reverts to its Yuki form.