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Creature:Wolf

From Teriock
 Stats: ❤️1d10 Hit Dice❤️6 HP🩵1d6 Mana Dice🩵4 MP⬆️Size 3
 Attributes: INT-2STR0MOV0SNK0PER2
 Creature types: Dog

 Duration: While up.

You can hear all moving creatures within 30 feet. If the creature is breathing, you can hear it even if it is not moving. You can not detect silent creatures in this way.
 Attribute improvement: This ability sets your PER score to a minimum of 2.
 Duration: While up.
 Requirements: You are not anosmatic.

You can passively smell the types of all living creatures within 30 feet. You can detect dead and undead creatures as well, but you cannot distinguish within or between them. They all smell like death. You also gain Scent Seeing. You can not detect odorless creatures in this way.
 Duration: While target remains in range.
 Range: 10 feet.
 Requirements: You are not anosmatic and the target is not odorless.

You know the exact location of all target creatures. You continue to know the location of all targets within 10 feet, whether they are or you are moving or not, so long as they are still within 10 feet of you.

 Attribute improvement: This ability sets your PER score to a minimum of 2.
 Duration: While up.
 Requirements: You are not anosmatic.

You can passively smell the types of all living creatures within 30 feet. You can detect dead and undead creatures as well, but you cannot distinguish within or between them. They all smell like death. You also gain Scent Seeing. You can not detect odorless creatures in this way.
 Duration: While target remains in range.
 Range: 10 feet.
 Requirements: You are not anosmatic and the target is not odorless.

You know the exact location of all target creatures. You continue to know the location of all targets within 10 feet, whether they are or you are moving or not, so long as they are still within 10 feet of you.

 Attribute improvement: This ability sets your PER score to a minimum of 2.
 Duration: Always active.

You gain Battle Cry Aura and Battle Cry Resistance.
 Execution time: 1️⃣Single action( ➡️Active )
 Duration: 1 minute.
 Range: 10 feet.

This ability cannot affect deaf creatures.
 End condition: At the start of each of the targets' turns, they roll 2d4. If either of these dice roll a 4, this effect ends. On fail: Targets become frightened.
 Duration: Always active.

Your mouth counts as a weapon for the purposes of abilities that target or are delivered by it (although it cannot be shattered or destroyed). You may attack with it and its damage die is now 1d4.
 If proficient: The damage die is instead 1d6. If fluent: The damage die is instead 1d8.
 Duration: Always active.

Your hands count as shields for the purposes of abilities that target them (although they cannot be shattered or destroyed). You may block with them and their BV is +1.
Note: This does not make your hands blocking.
 Duration: Always active.

 Attribute improvement: This ability sets your INT score to a minimum of -2.
Limitation: With mouth only.
 Target: 💪Arm🦵Leg( Hit target's AC. )
 Duration: Instant.
 Range: Your weapon's range.

As you attack, choose either arm or leg. The damage gets dealt accordingly.
 On critical hit: The target takes 2 hack damage on either arms or legs, depending on what you chose. On hit: The target takes 1 hack damage on either an arm or leg, depending on what you chose.
 Duration: 8 hours.( ⏳️Sustained )
 Requirements: You are not sustaining Hunting Party.

Pick 1 species you're familiar with. Your allies have Gifted Snare against creatures of that species. You also have Limited Flanking against creatures of that species.
Limitation: You only get the benefits of Flanking against creatures of the species you chose.
 Duration: Always active.

You have advantage on attack rolls against creatures that are within 5 feet of an ally of yours that isn't incapacitated and that you can see.

 If proficient: You may instead pick up to P species you're familiar with. If fluent: You may instead pick up to F species you're familiar with.
Limitation: With mouth only.
 Target: 🫀Vitals( Hit target's AC + 3. )
 Duration: Instant.
 Range: Your weapon's range.

 On critical hit: If you want, target takes standard damage as well. On hit: Target takes a body hack.
 Duration: Always active.

You always have at least 1 AV. This is the case even when you are not wearing armor.
 Duration: Always active.

 Attribute improvement: This ability sets your MOV score to a minimum of 0.
 Duration: Always active.

 Attribute improvement: This ability sets your SNK score to a minimum of 0.
 Duration: Always active.

 Attribute improvement: This ability sets your STR score to a minimum of 0.
 Trigger: You have just hit a creature with an attack that dealt them damage from it.
 Duration: Instant.
 Range: Your weapon's range.

Target takes an additional 5 lethal damage. This also has all damage types of the triggering attack. If the triggering attack was a critical hit, this deals 10 lethal damage instead.
 Duration: Always active.

You are an expert tracker. In addition, you gain Agile outside towns and other urban areas.
 Attribute improvement: This ability sets your PER score to a minimum of 1.
Limitation: With mouth only.
 Target: 🫀Vitals( Hit target's AC + 3. )
 Duration: Instant.
 Range: Your weapon's range.

 On critical hit: If you want, target takes standard damage as well. On hit: Target takes a vitals hack of your choice.

 Familiar Abilities: 
Limitation: Mental only.
 Casting time: 10 minutes.( 🐢Slow )
 Duration: 1 hour.
 Range: 5 feet.

Make an herbalist check. The GM determines the difficulty based on the severity of the illness. The GM may also require you to have access to specific ingredients or tools or put other conditions in place. If the illness is mental in nature, then Cure Illness acts as a mental effect.
 On fail: The target is not cured, but the illness does not worsen for the duration of Healing Touch. You may cast Cure Illness again to keep the disease from progressing, but you may not attempt the check again. On success: The target is cured of the illness. Heightened: For each additional MP spent, The DC of the check is reduced by 1. If proficient: You are adept at Cure Illness. Before you make the check, you may spend 1 additional MP to know the DC if it is less than your total level. You may also add your proficiency bonus to the herbalist check regardless of whether or not you are proficient in herbalist.