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CheschireCat

Cultists: Fanatical Zeal.

While not at max HP, ADV on all rolls. Crits also inflict Despair.

Cursed Host of the Magus: Hexflesh Burst.

Whenever you take damage, deal half that in radiant to the attacker. Negate with necrotic damage for one turn.

Dark Fey: Rowdy Revel.

ADV and Vicious to attacks on Heartstrung creatures.

Elite Mercenaries: Dirty Tactics.

When an attack misses you, your next attack is a crit.

Gith: Martial Trance.

1/ENC, add +3 to Speed, ignore Difficult Terrain and gain ADV on 1 attack.

Greytouched Plants: Greyspores.

On death: release a cloud of deathly spores in an area equal to their Size (if Small-, just 1sq). 1/turn, breathing creatures that begin their turn or traverse it gain Greyspore 1 and take 4 times the Greyspore rating in necrotic dmg.

Gulg's Nga Jedhayas: Master Ambush.

If your foes don't roll 20+ on their Initiative, you act first, gain LVL*2 temp HP and upgrade your dice by one step.

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Silt Runners: Silt Run.

Can move across silt and water as if normal terrain, but sinks if it stops its Move there. Negated if Slowed.

Sirens: Alluring Voice.

Creatures within 8sq are Charmed (escape WIL DC 12 or any non-psychic damage). Deafened creatures and those who end the condition are immune to this for the rest of the fight.

Swarms: They're Everywhere!

Can move through and share creatures' spaces. ADV on attacks / DIS on a creature's saves when it is entirely within the swarm.

Thri-Kreen: Genetic Memory.

Modify by 1 the Primary die. ADV on WIL checks related to the desert.

Weasel Looters: Scamper.

On being damaged, move 2 and ignore opportunity attacks. Move ignores Difficult terrain.