Capacités

Personal collection of Christian BERNARD
Creature
Combat (C) Attack (A) Magic (WIS)

The creature can paralyze with a mere penetrating gaze, unless a WIS saving throw with a difficulty of 15 is successful. The paralysis lasts until the creature dies, or until the paralyzed succeeds on a WIS saving throw, the difficulty decreasing by one point per turn or if the creature moves away from 40 meters. A paralyzed who has freed themselves from the grip of the paralyzing gaze can no longer be affected by the creature that affected them.

Level 2: WIS saving throw with a difficulty of 16 is successful
Level 4: WIS saving throw with a difficulty of 17 is successful
Level 6: WIS saving throw with a difficulty of 18 is successful
Level 8: WIS saving throw with a difficulty of 19 is successful
Creature
Combat (C) Attack (A) Physical (DEX)

Si l'araignée arrive à piquer une créature avec son dard d'abdomen, elle la paralyse pendant 3 tours sauf si jet de sauvegarde CON supérieur à 15.

Cooldown
3 Round(s)
Level 2: Jet de sauvegarde CON supérieur à 16
Level 4: Jet de sauvegarde CON supérieur à 17
Level 6: Jet de sauvegarde CON supérieur à 18
Level 8: Jet de sauvegarde CON supérieur à 19
Creature
Combat (C) Attack (A) Physical (DEX)

The creatures quickly weave a web which they can propel up to a distance of 5 meters. A DEX saving throw with a difficulty of 10 allows the targeted opponent to avoid the web. Otherwise, the opponent is ensnared in the web: they are paralyzed (no attacks or movement) until they free themselves from the web (STR saving throw with a difficulty of 15).

Level 4: Range of 10 meters
Level 8: The saving throw to avoid the web increases to a DEX difficulty of 15. The saving throw to extricate oneself from the web increases to a STR difficulty of 20
Cocon #170
Creature
Mixed (PC) Double (MA) Physical

En cas de paralysie d'une proie, la créature peut l'entourer d'un cocon de soie résistante qui contient le paralysé et qui maintient l'état tant que le cocon n'est pas déchiré. Pour l'ouvrir de l'extérieur, il faut réussir un jet de force supérieur à 15. L'utilisation d'une lame tranchante donne un bonus de 3.

Level 4: Pour l'ouvrir de l'extérieur, il faut réussir un jet de force supérieur à 17
Level 8: Pour l'ouvrir de l'extérieur, il faut réussir un jet de force supérieur à 19
Jump #168
Creature
Mixed (PC) Double (MA) Physical (DEX)

The creature can jump a great distance in one go and attack an opponent normally out of reach.

Level 1: Jump over a distance of 10 meters, followed by a biting attack.
Level 4: Jump over a distance of 15 meters, followed by a biting attack.
Level 8: Jump over a distance of 20 meters, followed by a biting attack.
Creature
Combat (C) Attack (A) Physical (DEX) 5m

The creature leaps onto its opponent to knock them down, pin them to the ground, and immobilize them. Once the opponent is on the ground, the creature gets a +2 bonus to attack. The opponent must make a STR (Strength) check with a difficulty of 15 to push the creature off and stand up

Level 3: +3 to attack
Level 5: STR (Strength) check with a difficulty of 20 to push the creature off and stand up
Level 8: +4 to attack
Creature
Combat (C) Double (MA) Physical (DEX)

The creature can charge at an opponent to trample them. Its charge allows it to cover up to 30 meters (instead of 10). The creature must be at least 10 meters away from its target to initiate the charge. The damage will be equal to twice the damage of the kick.

Creature
Combat (C) Attack (A) Physical

Inflicts 2D6 damage up to 2.50 meters, or 1D6 damage between 2.50 meters and 5 meters. A CON (Constitution) saving throw with a difficulty of 10 halves the damage

Cooldown
5 Round(s)
Level 4: Inflicts 3D6 damage up to 2.50 m, or 2D6 damage between 2.50m et 5m, 1D6 damage between 5m et 7.50m
Level 8: Inflicts 4D6 damage up to 2.50 m, or 3D6 damage between 2.50m et 5m, 2D6 damage between 5m et 7.50m, 1D6 damage between 7.50m et 10m
Creature
Passive (P)

The creature is hard to see and appears to be a few distances away from where it actually is. This ability gives it +2 to its PHY DEF and MAG DEF, and inflicts a penalty of -2 on PHY ATT and MAG ATT (except for area spells) to its attackers.