pre-game updates
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Bite victim must **Save vs Paralyze** or fall unconscious for 1d10 rounds.
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Bite victim must **Save vs Paralyze** or fall [unconscious](/rules/adventuring.html#unconscious) for 1d10 rounds.
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### Drain Blood
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- Immune to effects that target or modify sight.
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- May be impaired by excessive noise.
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- May be blinded by magically-induced silence.
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- May be [blinded](/rules/adventuring.html#blinded) by magically-induced silence.
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src/assets/fragments/bestiary/rat.md
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src/assets/fragments/bestiary/rat.md
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- Bite has 5% (1-in-20) chance of infecting victim (**Save vs Poison** to avoid).
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- Disease has 25% (1-in-4) chance of killing victim in 1d6 days, otherwise they are poisoned for 1 month.
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- Will flee from fire, unless summoned and forced to fight.
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- Excels at swimming, may attack without penalty.
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@@ -1,6 +1,6 @@
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- Typically found in ruins, tombs, and deserted areas.
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- Immune to damage from non-magical weapons.
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- Regenerates 3 hp at the start of each round (while alive).
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- Regenerates 3 hp at the start of each round until destroyed.
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- At 0 hp, changes into cloud of mist and flees to coffin.
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- **Coffins**: Must rest in a coffin during the day or lose 2d6 hp (which can only be healed by resting in coffin for a full day).
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@@ -45,6 +45,7 @@ Can change into other forms at will.
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- Each change takes 1 round.
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- Can take humanoid form, or form listed below.
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- Clothes and equipment carried remain in possession but inaccessible while in non-humanoid form.
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#### Dire Wolf
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