Game Master / Adversaries / Magical Beast
Magical Beast
Magical Beasts have an animal's body that magic, a curse, breeding, mutation, dream-force, planar influence or another supernatural cause has intensified, distorted or elevated. Their body, instincts, senses or way of hunting are no longer natural.
Senses: normal (sight, hearing, smell, touch and taste) unless a trait says otherwise.
Subtypes
- Monstrous Body: defined by overbuilt anatomy, supernatural muscle, reinforced fangs, talons or horns, and a predator's frame.
- Unnatural Venom & Feeding: defined by magical poison, cursed bites, mind-affecting toxins and supernatural feeding.
- Aerial / Mobility Predation: defined by superior attack angles, pressure from the air, circling movement and mobility beyond any animal.
- Serpentine / Grasping Body: defined by coils, tail leverage, holding several prey at once, constriction and long supernatural reach.
- Aquatic / Drowning: defined by magical water pressure, haze, undertow breath and turning air into a drowning hazard.
- Mutable Form: defined by disguise, fluid flesh, adapting the body, false shapes and changeable natural weapons.
- Displacement / False Position: defined by shimmer, blur, mirrored images, an offset location and reality-slipping defense.
Traits & Maneuvers
Each subtype grants the trait listed under it; a trait and its maneuver are one Build Selection.
Monstrous Frame (Monstrous Body)
Magical Beast, Passive · Passive
Its natural attacks have AP(1) (Average Step). The first time each round it hits with one, the target must succeed a Might save (DC 10 + half damage taken) or be pushed 5 feet (Average Magnitude); on an odd failed result it also falls Prone.
Crafting tags: Essence none; Ingredients Animal, Preservative.
Witchbrain Venom (Trait) (Unnatural Venom)
Magical Beast, Passive · Passive
When it damages with a natural weapon, the target must succeed a Fortitude save (DC 10 + half damage taken) or be afflicted with Witchbrain Venom.
Crafting tags: Essence Mind; Ingredients Organ, Toxic.
Sky Hunter (Aerial Predation)
Magical Beast, Passive · Passive
Gains a fly speed equal to its Speed. While flying or attacking from above, it gains 1 Advantage (Average Step) on melee attacks and on checks to avoid being grappled or Restrained.
Crafting tags: Essence Motion; Ingredients Animal, Preservative.
Serpentine Coils (Serpentine)
Magical Beast, Maneuver · 1 AP
Make 1 natural melee attack; on a hit the target must succeed a Might save (DC 10 + half damage taken) or be Grappled. It can hold 2 creatures its size, 1 up to two sizes larger, or +1 per size smaller (minimum Small); it moves normally dragging them along and gains 1 Advantage on reach natural attacks against creatures it grapples.
Crafting tags: Essence Motion; Ingredients Animal, Preservative.
Drowning Haze (Aquatic)
Magical Beast, Maneuver · 1 AP
Gains a swim speed and emits a 10-foot haze (Average Magnitude). A creature starting its turn inside must succeed a Fortitude save against this creature's action check or become Sickened 1 (Average Step); non-breathers and water-breathers are unaffected.
Crafting tags: Essence Death; Ingredients Oil, Preservative.
Quicksilver Form (Mutable Form)
Magical Beast, Maneuver, Recharge, Concentration · 1 AP
It takes the shape of a creature or object within one size of itself, keeping its statistics. Impersonating a specific creature or an ill-fitting body requires Concentration. It can shape simple weapons (Average damage, B/P/S) or simple tools from its body.
Crafting tags: Essence Motion, Mind; Ingredients Slime, Volatile.
Displacement Field (Displacement)
Magical Beast, Triggered · Passive
When an attack would hit it and the attack roll is odd, the attack misses. Otherwise the field drops until the start of its next turn or until it moves 10+ feet (Average Step misses before reset).
Crafting tags: Essence Shadow, Space; Ingredients none.
Afflictions
Witchbrain Venom (affliction)
Delivered by an adversary ability. Save: Fortitude (DC per the delivering effect, or 15 + creature level). Stage interval 1 round.
- Sickened 1
- Sickened 1; Concentrate actions cost 1 extra AP
- Sickened 2; Misfortune on Perception and Channeling checks