Listing Features for WEEJIT SNEAKER
| Title | Type | Description | Question | Order | 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. |