These creatures are believed to been created by demon-fae crossbreeds.
Can wield two-handed weapons in one hand.
Attribute improvement: This ability sets your STR score to a minimum of 1.
Attribute improvement: This ability sets your SNK score to a minimum of -1.
Attribute improvement: This ability sets your INT score to a minimum of -2.
You challenge the target to advance and fight you. They may immediately Move towards you as a free reaction to this and begin dueling with you. If they choose not to or are unable to do so, then they are considered to have "forfeited" the duel (but are not considered to have "lost" it) and become lighted to you until the end of your next turn.
Creatures that are dueling each other are spiritually linked to each other in a state that's slightly out of phase with everyone else. This doesn't have any inherent mechanical effects in and of itself, but it implies a structure for how those creatures interact with each other and the world around them that may be interacted with by duel modifying effects or other abilities. The term "in a duel" is often used to refer to a creature that is dueling. This does not mean that the "duel" must have been started by Duel.
If a creature that is dueling becomes incapacitated then they are considered to have "lost" the duel. If a dueling creature incapacitates themselves, they are considered to have "forfeited" the duel which in turn also makes them count as "losing". If a dueling creature attacks a creature that they are not dueling, that is also considered to be "forfeiting". If a creature is ever the only one remaining in a given duel, the duel ends and they are considered to have "won" the duel.
Duels typically have a "range" of 30 feet. This means that if any creature that is dueling Moves more than 30 feet away from any other creature that they are dueling with, they are considered to have "forfeited" the duel.
The dueling state is not visible in the Material Realm, but there is a very slight tether that can be seen in the Ethereal Realm. There are no restrictions on what realm a duel can take place in, but all participants must be within the same realm. Any participant that leaves that realm is considered to have gone out of range and therefore "lost the duel".
If proficient: You may also Move or make a single action Duelist ability as a free reaction to the target's decision and subsequent movement.
You vertically leap at full speed and horizontally leap at double speed.
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your PER score to a minimum of 0.
At the start of each of your turns, you warded heal and regain that many HP. This does not consume your hit die. If you were dead due to HP loss, this brings you back to life. You only die due to HP loss if you start your turn without successfully regenerating HP. You may do this even if you are burned.
| Name | Base Damage | Attack Penalty | Piercing | Range | BV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Claw | 1d4 | -3 | Normal (5 feet) | 0 | 0 lb. | -3 | Handy, Weapon | Body parts |
| Name | Base Damage | Attack Penalty | Piercing | Range | BV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Sharp Beak | 1d6 | -3 | Normal (5 feet) | +1 | 0 lb. | -3 | Biting, Weapon | Body parts |