7. Special qualities
Consider writing a special quality for each of the following that the monster possesses.
- An exceptional/limited sense (like "sees heat instead of light")
- A useful adaptation/defense (like "im mune to fire")
- A strange form or composition (like "amorphous ooze" or "made of dust")
- A weakness or vulnerability (like "powerless in sunlight")
- An effect on its surroundings (like "flames dim and flicker in its presence")
- An important trait, not otherwise ob vious (like "can talk" for a bird)
If it's a construct, be sure to write a special quality or two that reflect its construction or purpose. If it's planar, give it at least one special quality about how it is unnatural or doesn't belong.
Only write special qualities that you think will impact play, above and beyond their basic description and other stats. Don't bother with special qualities for things that are obvious or assumed. If you're writing up a giant demonic frog, you don't need to write down "amphibious" (it's a frog) but should probably write down "coated in toxic, caustic slime."
The Almtakers have all the special qualities associated with Fae. I don't want to write all that out, so I just say "Fae nature" and a page reference.
I think they have three glowing, empty eyes. That's weird and creepy, but won't really affect play. They have woody flesh, but I've already accounted for that in their HP and armor. I've already noted their vulnerability to iron.
They have no mouths, but "speak" telepathically. I think they're entirely honest. And I think their presence messes with time and space—things change places without moving, moments take minutes, minutes pass in moments, that sort of thing. Those are all important traits that might influence play, so I write down
Special qualities: Fae nature (Book II), telepathic; can't lie or mislead; subtly warp space/time.