The mutant sweats an extremely potent acid. Increase T by +½ and add one to the mutant's fear point total. Any creature in combat with the mutant suffers one S 5 hit from the acid during every turn it fails to hit the mutant. Non-magical weapons striking the mutant cause normal damage on the first wounding blow, but are then destroyed. Non-magical armour and shields will give normal protection against one attack from the mutant, but are then destroyed. Magical weapons and armour are unaffected by the acid. The mutant may not wear non-magical armour or use non-magical weapons.
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