Starting form
Ancestral creature
The common ancestor enters the duel with two actions. Focus builds energy. Strike spends it on a single opponent.
-
Strike2 energy
1 enemy
- Damage 3
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Focus0 energy
Self
- Energy gained 2
Field guide
Start at the bone mask and follow a branch down to its final form. You can also open another family on the same creature. The creature keeps the spells it has already learned.
21 illustrated forms · 3 passives · 44 spells

No matching mutation or spell.
Starting form
The common ancestor enters the duel with two actions. Focus builds energy. Strike spends it on a single opponent.
1 enemy
Self
Open a form to read its field notes and spells.
Mutation paths

Open to the ancestral creature
+1 initiativeIts weight shifts onto two immense forepaws. One can hammer a rival. A roar from the same deep chest hardens an ally’s defences.
1 enemy
1 ally

Requires · Brute
+3 initiativeHeat shines through splits in the muscle. A swipe can tear its own flesh as readily as the opponent’s.
1 enemy
1 enemy

Requires · Frenzied
+3 initiativeThe forelimbs have outgrown the rest of the body. Slam both down and the shock reaches several enemies. Charge headlong and the flanks stay exposed.
Up to 3 enemies
1 enemy

Requires · Brute
+1 initiativeCurved plates overlap across its back. It can lock them together to take a hit, or drive an armoured shoulder into a rival.
Self
1 enemy

Requires · Ironhide
+1 initiativePillar-thick legs can stun a creature underfoot. Beneath the heavy shell, living tissue sends a pulse of healing to an ally.
1 ally
1 enemy

Requires · Brute
+2 initiativeBone grows forward over the brow. A headlong collision stuns its target, and a bite wrests energy from it.
1 enemy
1 enemy

Requires · Oppressor
+2 initiativeA crown of bone rises over the skull. It can batter two rivals with its forepaws, or lend an ally strength and protection with a roar.
Up to 2 enemies
1 ally
Mutation paths

Open to the ancestral creature
+3 initiativeA second pair of forelimbs unfolds from the dorsal ridge. Venom works into a claw wound. The quills further back can be shed at two targets.
1 enemy
Up to 2 enemies

Requires · Predator
+3 initiativeIts legs lengthen and draw tight beneath its body. It can spring after prey or spend that burst of speed on an ambush that leaves it slower afterwards.
1 enemy
1 enemy

Requires · Deathmarked
+5 initiativeLong hooked talons hold a wound open. The hunter can bleed one victim or spring between two and drain their energy.
Up to 2 enemies
1 enemy

Requires · Predator
+1 initiativeThe jaw opens wide enough to stay fastened as the prey struggles. Feeding through a bite or a sustained grip repairs the hunter’s tissue.
1 enemy
1 enemy

Requires · Parasite
+3 initiativeThe feeding jaw takes up much of its head. It can close at the cost of its own flesh, or drain energy from prey while its wounds knit shut.
1 enemy
1 enemy

Requires · Predator
+3 initiativeSwollen glands run along the back. One secretion heals allies but leaves them easier to hurt. Another gives them energy and a harder hit.
Up to 3 allies
Up to 3 allies

Requires · Blighted
+4 initiativeToxin reservoirs feed the barbed quills. One dart can stun a target and leave it bleeding. A burst of spores eats away at the enemy’s defences.
1 enemy
Up to 3 enemies
Opens after any one of · Blightweaver · Deathstalker · Soulreaver
Every direct hit lands harder.
Every direct hit deals 5 additional damage.
Mutation paths

Open to the ancestral creature
+2 initiativeThe gaps in its bone mask glow orange. It can send a jolt from its skull into an enemy or direct a healing pulse towards an ally.
1 enemy
1 ally

Requires · Warped
+3 initiativeHeat and frost gather on the same frame. One gesture scatters embers across the enemy team. Another wraps a single rival in slowing cold.
Up to 3 enemies
1 enemy

Requires · Stormborn
+3 initiativeThe plates carry both flame and ice. The creature can concentrate that heat until a target burns, or bring the frost down hard enough to stun it.
1 enemy
1 enemy

Requires · Warped
+1 initiativeThere is a pale green glow behind the exposed ribs. Raising a wall of bone makes the caster bleed. Calling spirits to attack leaves the caster wounded and the enemies bleeding.
Up to 3 enemies
1 ally

Requires · Necrotic
+2 initiativeThe spirits in its rib cage can guard several allies at once. Their wail makes enemies bleed. The Revenant loses blood when it casts either spell.
Up to 3 allies
Up to 3 enemies

Requires · Warped
+2 initiativeLight passes through its thin membranes. An echo of its pulse heals a companion over time. A whisper carries regeneration to several allies.
1 ally
Up to 3 allies

Requires · Ethereal
+2 initiativeIts pale outline trails away like vapour. It releases the void through that thinning body to wound several foes, or gathers vitality and energy for a single ally.
Up to 3 enemies
1 ally
Opens after any one of · Cataclysm · Revenant · Transcendent
Its current of energy reaches the whole team.
Each allied creature gains 1 extra energy at each upkeep.