Listing Features for WEEJIT SNEAKER

TitleTypeDescriptionQuestionOrder Actions
Sneaky passive When the Sneaker moves into Melee range of a PC, the PC must succeed on an Instinct Reaction Roll. On a failure, the Sneaker has advantage on their next attack roll against that PC.
Stabby action Spend a Fear to make an attack against up to three targets within Very Close range. Targets the Sneaker succeeds against take 1d10+4 physical damage and must mark a Stress.
Recombine reaction When the Sneaker takes damage that doesn’t defeat it, any remaining Weejits can move up to Close range and join other Weejits, forming a different collective.