ENEMY ABILITIES are shortened to one or two words in ENEMY stats. The GM should check the list of ENEMY ABILITIES below for detailed descriptions.
Able to breathe underwater indefinitely.
Able to dig through ice, sand, or dirt. MOVE number still applies to all movement.
Immune to all CHARM CORDIALS.
Able to climb on walls and ceilings. MOVE number still applies to all movement.
If this ENEMY is still alive after 3 ROUNDS of COMBAT, a copy of it is created nearby with full HEALTH.
When this ENEMY stops moving, they looks just like their specified disguise.
All rolls made against this ENEMY are CURSED.
If all characters attacking this ENEMY in COMBAT are FRIGHTENED, this ENEMY flees.
Able to fly for long stretches of time.
This LIFEFORM's body glows and illuminates 4 tiles (20 feet) in all directions.
When an attack against this ENEMY fails, this ENEMY destroys a piece of EQUIPMENT from the attacker. The GM should roll a d12 to determine which piece of EQUIPMENT is destroyed.
Any SPELLS cast at this ENEMY bounce off and affect the caster instead.
Able to copy the sound of any LIFEFORM after hearing it only once.
Able to see in total darkness.
Immune to all POISON.
Immune to the effects of the ESP SPELL and the BRAIN BAND.
When this ENEMY dies, if it is not killed by MAGIC, it will come back to life with full HEALTH in 10 minutes.
PCs make CURSED ROLLS whenever they target this ENEMY with the specified SKILL.
When an attack against this ENEMY fails, this ENEMY steals a piece of EQUIPMENT from the attacker. The GM should roll a d12 to determine which piece of EQUIPMENT is stolen. The EQUIPMENT may be retrieved if this ENEMY dies.
Able to move through walls and solid objects.
When a WEAPON attack on this ENEMY fails from 1-2 tiles (5-10 feet) away, the WEAPON sticks to this ENEMY.
Able to swim for long stretches of time.
Able to communicate directly with other characters using only their mind.
Any character that touches this ENEMY loses 1 HEALTH.