Possession

Certain monsters have been possessed by dark, evil spirits of the land. This grants them unprecedented power and makes them highly aggressive against mortal beings.

Possessed enemies allow the GM to provide unusual and interesting challenges to players. Here are some examples of possession.

Major
(usually one creature only):

Elemental: This creature, and all its allies have 20 to a specific element resistance per tier. The creature’s damage is converted into that element, and its Attack Modifier is increased by 10-50. Its and  are greatly increased, doubling or tripling. In addition, some may use Skill Gems relating to that type element.

Iron: This creature and all its allies gains 20 Reduction. It hits significantly harder with any physical attacks, increasing its by 2-5. In addition, they might know and use a STR Skill Gem attack like, , or. Double or triple its.

Haste: This creature and all its allies are Hasted, increasing movement speed by 2 and increasing their by 5. The creature gains 10 Reduction due to its new agility. Double or triple its. In addition, they might know and use an DEX Skill Gem attack like, , , or.

Vampiric: This creature and all its allies gain 15 life leech. The creature itself gains an additional 20 and increased damage of 10-50. Double its. In addition, it might know and use certain Skill Gems like, , or.

Blasphemer: This creature automatically curses all enemies in its Zone with a curse of your choice. Double or triple its. In addition, it might know and use certain Skill Gems like, , or.

Minor
(usually 3-5 creatures):

High Critical: This creature has sharpened weapon, claws or talons that glint and glitter. They crit on a 8, 9 or 10. Increase its by 25-50%

Extra Strong: This creature is unnaturally tough and durable. Double its and increase its damage by 1.

GMs are welcome to come up with many inventive and deadly Possession abilities and attributes.