Creature
Size Type
Size Type
Armor: 0 Passive Armor: 0 Armored Defense: 0
Health: 0 (5+STR) Vitality: 0 (1dx-END)
Action Points: 10 Movement: 1
STR END DEX AGL INT CUN ACU WIL
-5 -3 -1 2 -4 -4 1 -4
Skills: Mobility, Unarmored - Trained
blindsight 30 ft.
Damage Resistances: poisoned
Status Immunities: charm, exhaustion, poisoned
(abilities)
Actions
(Hit). Melee Weapon Attack: (DEX plus skill) to hit, reach 5 ft, one target. Hit: xdx + (STR) (type) damage.
Reactions
Defend. 2 Action Points: (modifier) Block attempt
Examples: 1 and 2
Size Type
Armor: 0 Passive Armor: 0 Armored Defense: 0
Health: 0 (5+STR) Vitality: 0 (1dx-END)
Action Points: 10 Movement: 1
STR END DEX AGL INT CUN ACU WIL
-5 -3 -1 2 -4 -4 1 -4
Skills: Mobility, Unarmored - Trained
blindsight 30 ft.
Damage Resistances: poisoned
Status Immunities: charm, exhaustion, poisoned
(abilities)
Actions
(Hit). Melee Weapon Attack: (DEX plus skill) to hit, reach 5 ft, one target. Hit: xdx + (STR) (type) damage.
Reactions
Defend. 2 Action Points: (modifier) Block attempt
Examples: 1 and 2
Faerieās Gift: A creature that inhales this shimmering, sweet-smelling vapor must succeed on a target 15 Spirit (Will) defense roll or become afflicted by the Faerie's Gift for 1 minute. While afflicted, the target is lost in a state of euphoric confusion. The Action Point cost of all their actions is doubled, and they cannot take reactions. On their turn, the target must roll a 1d6 to determine their state of mind:
On a 1-4, the target is overcome with a whimsical urge to dance and can only spend Action Points on movement this turn in a random direction. Roll a d6 to determine the direction you move in. On a 5-6, the target's mind clears enough to make a choice. They may either act normally for the turn, or they may spend 5 Action Points to immediately make another Spirit (Will) defense roll to end the Faerie's Gift effect