Monster Abilities

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The 3rd Chapter from the Dor Un Avathar X Next chapter is: Battlegame Monsters, Previous chapter was: Armor, Weapon, Terrain, and Effect Types

Monster Abilities

Monsters often have special attributes and powers, much like the standard classes described in the Rules of Play. In addition to the ability types described in the Rules of Play (Extraordinary (ex), Magical (M), and Traits (T) this book introduces Natural (N) abilities. Natural abilities represent characteristics inherent to the monster, such as additional limbs or non-humanoid bodies. They function exactly like Traits from the Rules of Play, but they are never bypassed by magic or abilities that ignore other magic or abilities (such as Phase Bolt or Phase Arrow).

Ability usage will be in one of the following formats:

X/Life: The monster may use this ability the indicated (X) number of times each life.

X/Refresh: The monster may use this ability the indicated (X) number of times during each refresh.

Unlimited: The monster may use the ability as much as it wants, but must successfully activate it each time, unlike a trait or natural ability, which is always on.

X Balls/Unlimited: Reserved to magic ball effects, the monster may carry up to (x) number of magic balls at a time. Ball-based abilities must follow all rules for magic balls in the Rules of Play, even if they are not considered Magical (M).

Note: Monsters may have abilities or traits that are listed in the Rules of Play. These follow the same rules as printed there unless otherwise noted. Likewise, a monster may have an ability that mimics the function of magic listed in the ROP.

Again, these follow the rules in the Rules of Play except as noted, though they are not considered Magical unless listed as (M) in the individual monster’s entry.

Ability Format Key
Type Type
School School
Range Range (If any)
Incantation Incantation
Materials Materials needed
Effects Effect
Limitations or Restrictions Limitations or Restrictions
Notes Notes
Abilities
Aerial Superiority
Altered Effect
Alchemist
Amorphous
Aquatic
Boon
Contingency
Corrosion
Dive Attack
Enchantable
Energy Proof
Extinguish
Flight
Greater Holy Weapons
Hard to Kill
Holy Weapons
Incorporeal
Iron Will
Lair
Large
Leap
Manifestation
Many Legged
Mighty
Pass Without Trace
Player Class
Power Word
Sheer Numbers
Small
Strong
Thick Skinned
Tinker
Vulnerabilities
Added Effect
Aversion
Beneficent
Reversion
Slow
Susceptibility

See also: