||Average Lair: 4-24
Treasure Type: (E, M)
Aquatic: The creature breathes water rather than air. If taken out of water it begins to suffocate after its CON in minutes if remaining passive, or half that time if moving or fighting. If they stay out of water longer than that allowed by their Aquatic trait, they ‘die’ until submerged once again in water.
Immunity (Fear, Sleep, and Charm)
Swimmer: The creature automatically succeeds in everyday moving and manoeuvring whilst swimming, and need not roll their Swim skill unless attempting an unusually difficult task, such as swimming against a powerful tide or leaping up a waterfall. A swimmer may sub- stitute the Swim skill for Athletics and Evade rolls whilst in water.
Death Sense: The creature can sense the death of living things and dead flesh at a range of up to half its INT or INS in kilometres.
Undead: The creature is immune to the consequences of both fatigue and severe injuries. Undead are thus immune to all the detrimental effects of Serious Wounds. Even Major Wounds do not incapacitate them, although they can still have locations severed or shattered as per normal. The head and chest location typically stores the magic that is animating the creature. Any location (and those contiguous to it) that is smashed or severed from the bound area ceases to function, but the remainder of the body can continue if it still has limbs with which to act. A Major Wound to the magic-infused location destroys the undead outright.
Venomous: Ghoul Venom. Claw and bite attacks that get through armour causing at least 1 point of damage inject a venom into the victim’s bloodstream. This venom is a simple paralytic poison to render prey immobile whilst it is eaten alive.
Onset time: Immediate Paralysis in location struck. If the location struck is the head or chest, the victim suffers immediate total paralysis; otherwise, it takes 1d3 Rounds to spread through the circulatory system and cause total paralysis.
Duration: 1d6+2 minutes
Conditions: If not resisted, the venom acts as a muscle relaxant, immobilising the area struck and soon spreading to the rest of the body. Somewhat cruelly, it does nothing to stop the sensation of pain.
Antidote/Cure: A prophylactic brewed from local herbs is known to tribal shamans, which makes the Endurance roll to resist the venom one step easier. If this is overcome, however, the victim must still wait out the entire duration
to recover. Neutralise Poison spells or potions have their normal effect.