| Actions |
| Charm | 1 | 4 | CHA | 0 | Action | 1d4+1 | Attempt to persuade another creature to your will. |
| Identify | 1 | 4 | INT | 0 | Action | 1d4+1 | Can determine the name and description of a target or item. For creatures, also shows race, class, and level. |
| Magic Tattoo | 2 | 8 | DEX | 4 | Action | 1d8+2 | Takes 30 minutes to cast. Can imbue a Crawler with a magical tattoo with varying abilities based on ingredients that are placed into the tattoo. Tattoo quality is determined by the DC rolled:
- DC 5: Adequate
- DC 10: Good
- DC 15: Excellent
- DC 20: Best |
| Melee | 1 | 4 | STR | 0 | Action | 1d4+1 | A standard, unarmed strength-based attack. |
| Reactions |
| Dodge | 1 | 8 | DEX | 0 | Reaction | 1d8+1 | Evade attacks. Add skill value only to contested rolls when attacked. Cannot be used with Endure. |
| Passives |
| Cold Resistance | 1 | 4 | CON | 0 | Passive | 1d4+1 | On receiving cold damage, roll this skill. The damage is reduced by the amount rolled. |
| Endure | 1 | 4 | CON | 0 | Passive | 1d4+1 | Mitigate damage from attacks. Subtract roll from damage dealt to the user. Cannot be used with Dodge. |
| Resist Effect | 1 | 6 | WIS | 0 | Passive | 1d6+1 | Resists non-magical and magical, non-damaging effects. |
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