You gain Battle Cry Aura and Battle Cry Resistance.
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.
You resist being frightened.
End condition: You die or 1 minute passes without combat.
You become frightened.
End condition: At the start of each of your turns, you roll 2d4. If either of these dice roll a 4, this effect ends.
You go Ethereal or manifest back into the Material Realm.
You are immune to magical flame abilities.
You count as being undead for the purposes of abilities, damage, and other effects. You also gain Ethereal Senses, Healing Sensitivity, Impure Durability, Mana Drain Grasp, Undead Mind, and Undying Durability.
Attribute improvement: This ability sets your SNK score to a minimum of 5.
You become hidden. As you do this, you may roll 1d20 + 2 × SNK. If this is greater than your passive sneak (10 + 2 × SNK), then you use it as your hidden DC. If not, use your passive sneak.
When you are hidden, you cannot be seen. This condition is always associated with some hidden DC it takes to see you. Unless otherwise noted, it's your passive sneak (10 + 2 × SNK). Other creatures will only be able to see you (or know that you're there) if they use some relevant ability that lets them do so, if their passive perception (10 + 2 × PER) is greater than your hidden DC, or if enabled to by some other effect. In most cases, a creature trying to see you will have some check which must pass your hidden DC.
While hidden, if someone knows where you are but is unable to see you, any attacks they make against you are done with disadvantage. Similarly, any attacks you make against someone that can't see you are done with advantage. Attacking causes you to no longer be hidden.
While hidden, you must not Move faster than your hidden speed. Any other movement effects require a DC 15 SNK feat save to remain hidden.
If proficient: Instead roll 1d20 + 2 × SNK + P for your hidden DC (if it's greater than your passive sneak). If fluent: Instead roll 1d20 + 2 × SNK + F for your hidden DC (if it's greater than your passive sneak). Attribute improvement: This ability sets your SNK score to a minimum of 2. Feat save improvement: This ability gives proficiency in SNK feat saves.
Attribute improvement: This ability sets your STR score to a minimum of -1.
You gain Offensive Martial Arts and Defensive Martial Arts.
Your hands and other handy items count as weapons for the purposes of abilities that target or are delivered by them (although they cannot be shattered or destroyed). You may attack with them and their damage die is now 1d4.
If proficient: The damage die is instead 1d6. If fluent: The damage die is instead 1d8.
Your hands and other handy body parts 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.
If proficient: The BV is now +2. If fluent: The BV is now +3.
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.
Attribute improvement: This ability sets your STR score to a minimum of 0.
End condition: At the end of each of the target's actions, they roll 2d4. If either of these dice roll a 4, this effect ends. On critical hit: The target automatically fails the first 2d4 roll. On hit: Target is frozen. Heightened: For each additional MP spent, deal an additional 1d4 ice magic damage as well.
You crawl at half speed and can Move at half speed speed while hidden. Additionally, movement effects only require a DC 10 SNK feat save to keep from breaking your hiding.
If proficient: You crawl at full speed and can Move at full speed while hidden. Attribute improvement: This ability sets your SNK score to a minimum of 3. Feat save improvement: This ability gives fluency in SNK feat saves.
You are immune to magical storm abilities.
You are immune to control effects and being bound.