Nero NB

Common Monster Abilities

This will contain up-to-date explanations for the Monster abilities commonly found in the Hinterlands but not in the 9th Edition Rulebook.

Most of the abilities in play are self explanatory (Flight, Burrow, Swimming etc) but they do follow a 3 counted action to change states, see Burrow for an example.

-Andrew

Burrow:

Burrow is an ability that allows a creature to enter or escape a combat area on a 3 count. It cannot be used to travel through anything other than earth or soft stone. It only makes a space large enough for the "Burrower" to travel in, and does not leave a tunnel behind.

As with any 3 Count any damage done to the creature that requires the use of another skill would result in interrupting the burrowing effect.

Flight:

Flight is an ability that allows a creature to enter or escape a combat area on a 3 count. Generally it cannot be used to carry others from combat. It is normally used to simulate those flying creatures that exist swooping down into combat.

As with any 3 Count any damage done to the creature that requires the use of another skill would result in interrupting the flight effect.