This book contains creatures and adversaries found in the world of Eda. Each entry includes stats for combat and unique behaviors or abilities.
- HP: Hit Points.
- Defense: A value that reduces incoming damage.
- Reaction Pool: The number of reactions available for the encounter.
- attributes: Core stats (STR, AGI, LOG, INS, CHA, CON).
- combat skill: The skill value used for attack rolls.
- Base Damage: The starting damage value before adding DoS and attribute bonuses.

Pack hunters that thrive in the winter forests.
HP: 12 | Defense: 1 | Reaction Pool: 6
STR40
AGI60
LOG15
INS25
CHA10
CON35
Actions
Bite. combat skill 65, Damage 1.
Abilities
Pack Tactics: Gains **advantage** on attack rolls if another ally is adjacent to the target.
Large, scarred leader of a pack.
HP: 22 | Defense: 1 | Reaction Pool: 6
STR50
AGI65
LOG20
INS30
CHA25
CON45
Actions
Crippling Bite. combat skill 70, Damage 2.
Abilities
Alpha Howl: As an action, grants all allied wolves +5 to hit for 2 rounds.
A wolf mutated by black ichor, dripping dark fluid.
HP: 18 | Defense: 2 | Reaction Pool: 5
STR55
AGI50
LOG10
INS15
CHA05
CON50
Actions
Corrosive Bite. combat skill 60, Damage 2 and inflicts **Bleeding**.
Abilities
Fear Aura: Any character starting their turn adjacent to the Ichor-Wolf must pass a INS check (routine - 1 DoS) or lose 1 IP.

A form of werewolf stuck in wolf form, having left all humanity behind. They hunt for human flesh at night and sleep in dens during the day. Garou packs prefer living near cities where prey is abundant.
HP: 25 | Defense: 2 | Reaction Pool: 6
STR60
AGI65
LOG20
INS40
CHA25
CON55
Actions
Infectious Bite. combat skill 75, Damage 2. On a hit, the victim must resist the infection of lycanthropy. Those infected by a Garou tend to become stuck in wolf form more quickly.
Abilities
Pack Bond: A Garou never abandons a pack member. If one is wounded, the others defend them to the last wolf.
Feral Mind: Immune to all effects affecting human morality or logic. It is entirely a predator.

A massive white bear, blending into the snow.
HP: 40 | Defense: 3 | Reaction Pool: 3
STR80
AGI35
LOG15
INS25
CHA10
CON75
Actions
Heavy Maul. combat skill 65, Damage 3.
Abilities
Snow-Camouflage: Advantage on stealth in snow; attackers have disadvantage if the bear is in cover.
Smaller than the winter bear but more aggressive in tight spaces.
HP: 35 | Defense: 2 | Reaction Pool: 4
STR75
AGI40
LOG15
INS20
CHA10
CON70
Actions
Maul. combat skill 60, Damage 1.
Abilities
Crushing Grip: If both claws hit, the target is restrained (opposed STR check to escape).

Lurks in dark forests and dungeons.
HP: 15 | Defense: 0 | Reaction Pool: 5
STR45
AGI55
LOG10
INS20
CHA05
CON30
Actions
Poisonous Bite. combat skill 70, Damage 1.
Abilities
Webbing: Action (10m range), AGI check (routine - 1 DoS) or be immobilized.
The Fæ are remnants of ancient races—Alv, Alf, Nymph, and many others. They are not a single species, but many, often strange in appearance and ranging from the highly intelligent Elves to less sentient entities.

Remnants of an old race
, the most intelligent of the Fæ. They can blend seamlessly into human society, though they often harbor their own ancient secrets.
HP: 14 | Defense: 2 | Reaction Pool: 6
STR35
AGI55
LOG60
INS50
CHA65
CON35
Actions
Swift Strike. combat skill 70, Damage 1.
Abilities
Master of Disguise: Elves can blend into human society perfectly. They gain **advantage** on CHA checks to pass as human.
Ancient Heritage: Elves are born with knowledge of their origins. Gains +10 to LOG checks regarding history and the "Old Races."

Beautiful and ethereal Fæ
that can briefly visit human lands, though they are physically sensitive to the "unclean" elements of human civilization.
HP: 12 | Defense: 1 | Reaction Pool: 5
STR25
AGI60
LOG45
INS65
CHA75
CON20
Actions
Mesmerizing Gaze. combat skill 65, Damage 0. Target must pass an INS check or be fascinated for 1 round.
Abilities
Civilization Sickness: Nymphs become ill if they stay in human cities for more than 24 hours. They suffer -1 DoS to all physical checks until they return to nature.
Nature's Grace: Gains **advantage** on AGI checks while in forests, rivers, or other natural environments.
The Skogsrå appears as a beautiful woman
but hides a rotten hole in her back or a tail under her long hair. She lures men deep into the forest; those who follow are never seen again, and those seduced leave their souls behind, becoming introverts.
HP: 15 | Defense: 2 | Reaction Pool: 6
STR30
AGI55
LOG50
INS70
CHA85
CON35
Actions
Seductive Call. combat skill 75, Damage 0. Target must pass a difficult (2 DoS) INS check or be deeply fascinated and lured to follow her.
Abilities
Sylvan Blessing/Curse: A hunter faithful to the Skogsrå gains **advantage** on hunting checks. If unfaithful, they are cursed with misfortune (**disadvantage** on all checks).
Nature's Revenge: Those with a hole in their back seek revenge for natural pollution and can cause storms. Such a night can only be ended by firing a shot at her.
Soul Theft: Anyone having intercourse with the Skogsrå loses 10 CHA permanently as their soul remains with her.

A female spirit
with long flowing hair, wearing a gray cloak over a green dress. Her eyes are red from constant crying as she foretells the death of family members.
HP: 15 | Defense: 3 | Reaction Pool: 5
STR20
AGI40
LOG45
INS60
CHA55
CON30
Actions
Deathly Wail. combat skill 65, Damage 2. Target must pass an INS check or lose 1 IP.
Abilities
Omen of Death: As an action, the Banshee screams or wails. All enemies within 10m must pass an INS check (difficult - 2 DoS) or be shaken for 2 rounds.
Anxious Combing: The Banshee is often seen combing her long hair. If interrupted or if her comb is stolen, she becomes anxious, gaining **advantage** on all attacks but losing 1 Defense.

A bloodthirsty ghost dog
that hunts its victims relentlessly. Once it has a trail, nothing can stop it until the target is torn to pieces.
HP: 25 | Defense: 2 | Reaction Pool: 4
STR60
AGI55
LOG10
INS70
CHA05
CON50
Actions
Relentless Bite. combat skill 75, Damage 2. Gains +10 to hit against its designated victim.
Abilities
Unstoppable Hunter: Once the Barghest finds a trail, it cannot be deterred. It is immune to all spells and effects that would charm, frighten, or turn it away from its hunt.
Sunlight Vulnerability: The Barghest takes 5 damage at the start of its turn if it is in direct sunlight. If reduced to 0 HP by sunlight, it is destroyed instantly.
Spectral Form: The Barghest is a ghost dog; it can move through solid objects but cannot end its turn inside one.
Gasts are horrific spirits
that have risen from hell to exact revenge. They are staring and pale with black eyes and lips and streaky hair. A gast never gives up until its revenge is complete or it is destroyed.
HP: 20 | Defense: 3 | Reaction Pool: 5
STR40
AGI45
LOG30
INS65
CHA20
CON40
Actions
Vengeful Touch. combat skill 70, Damage 2. Ignores non-magical protection.
Abilities
Relentless Revenge: The gast focuses on the target of its revenge. It has **advantage** on all rolls against this target and can track it regardless of distance.
Horrific Gaze: Anyone meeting the gast's gaze must pass a difficult (2 DoS) INS check or be paralyzed by fear for 1 round.
Spectral Form: The gast can move through solid objects but cannot end its turn inside one.

A spirit or demon
has displaced the soul of a living creature, using its body as a vessel. The original host remains eerily aware of the entity's control.
HP: Host + 10 | Defense: Host + 1 | Reaction Pool: Host + 1
STRHost
AGIHost
LOGEntity
INSEntity
CHAEntity
CONHost
Actions
Host Actions. The creature uses the natural attacks of the host body.
Abilities
Displaced Soul: The host's soul is aware but powerless. Once per encounter, a strong-willed host may attempt a difficult (2 DoS) INS check to regain control of their voice or body for 1 round.
Eerie Awareness: The creature gains **advantage** on INS checks to notice details or spy, as the entity uses the host's body for its own sinister purposes.
Supernatural Resilience: The possessed body is filled with the entity's essence, granting it +10 HP and +1 Defense compared to a normal member of its species.

Vaguely humanoid toads
with protruding eyes, slimy gray-green scales, and webbed claws. They dwell in the dark waters and harbor a sinister interest in humanity.
HP: 20 | Defense: 2 | Reaction Pool: 4
STR45
AGI50
LOG35
INS40
CHA20
CON55
Actions
Clawed Swipe. combat skill 60, Damage 1.
Bite. combat skill 55, Damage 2.
Abilities
Amphibious: Can breathe both air and water. Gains **advantage** on AGI checks while swimming.
Sinister Curiosity: The Deep often capture humans for experiments. They gain +5 to LOG checks related to anatomy or biological "research."
The offspring of a human
and one of the Deep. They appear human for decades before their true heritage begins to manifest in strange behaviors and physical changes.
HP: 12 | Defense: 1 | Reaction Pool: 5
STR35
AGI40
LOG40
INS35
CHA30
CON40
Actions
Unarmed Strike. combat skill 45, Damage 0.
Abilities
Uncanny Mimicry: Hybrids have human emotions but express them in a "foreign" or strange way. Others have **disadvantage** on INS checks to read their true intentions.
The Deep Change: After 30 years, a hybrid begins to transition. They gain +1 Defense and the **Amphibious** trait, but their CHA is reduced by 10 as they become more toad-like.
Deep Spy: Hybrids act as eyes and ears for their aquatic parents. They gain **advantage** on Stealth checks when blending into human crowds.

Mythological creatures
that can shapeshift between seal and human form by putting on or taking off their seal skin. In human form, they are often very beautiful and seductive, but they always harbor a yearning to return to the sea.
HP: 14 | Defense: 1 | Reaction Pool: 5
STR35
AGI60
LOG40
INS55
CHA75
CON40
Actions
Unarmed Strike. combat skill 50, Damage 0.
Abilities
Seal-Skin Shift: The selkie can shift between seal and human form as long as it has access to its seal skin. If the skin is stolen, it is trapped in human form.
Amphibious: In seal form, the selkie can breathe underwater and has **advantage** on all AGI checks for swimming.
Sea's Allure: The selkie has **advantage** on all CHA checks related to seduction.

After decades of infection
, a corpse eater's humanity fades. Their skin turns pale gray and leathery, their nails harden into claws, and they retreat into sewers or catacombs, driven by a cowardice that mirrors the scavengers they have become.
HP: 22 | Defense: 2 | Reaction Pool: 4
STR55
AGI35
LOG30
INS45
CHA15
CON55
Actions
Claw Swipe. combat skill 60, Damage 2.
Infectious Bite. combat skill 65, Damage 1. On a hit, 25% chance of infecting the target with the Goul mutation.
Abilities
Corpse-Scent: The Elder Goul smells strongly of rot. Stealth checks against creatures with a sense of smell are made with **disadvantage**.
Flesh-Hunger: Gains **advantage** on attacks against targets that are bleeding or below half HP.
Corpse eaters are humans
affected by a contagious mutation from eating contaminated human flesh or being bitten. Young corpse eaters (infected up to 30 years) try to live among humans and can often pass as normal.
HP: 14 | Defense: 1 | Reaction Pool: 5
STR40
AGI45
LOG40
INS45
CHA35
CON40
Actions
Unarmed Strike. combat skill 50, Damage 0.
Abilities
Urban Infiltrator: Young corpse eaters often live in cities and hide their nature. They have **advantage** on CHA checks to pass as ordinary humans.
Scavenger Instinct: Prefers raiding fresh graves rather than killing. Has **advantage** on INS checks to find corpses or body parts.
After 30 years
as infected, the corpse eater's appearance becomes grotesque. They are pale gray, sinewy with claw-like nails and rough teeth. They retreat to sewers and under cemeteries.
HP: 18 | Defense: 2 | Reaction Pool: 4
STR50
AGI55
LOG25
INS50
CHA10
CON50
Actions
Claw Strike. combat skill 60, Damage 1.
Infectious Bite. combat skill 55, Damage 2. Risk of infecting others with the Goul mutation.
Abilities
Grotesque Appearance: All CHA checks to interact with humans are made with **disadvantage**.
Underground Denizen: Has **advantage** on Stealth checks in dark environments like sewers or graves.

A unique and horrific entity
from beyond, taking human form to live out sick passions or enact minor evils. No two demons look or act exactly alike.
HP: 30 | Defense: 2 | Reaction Pool: 6
STR45
AGI55
LOG60
INS65
CHA70
CON50
Actions
Abyssal Strike. combat skill 70, Damage 2. Deals supernatural damage that ignores non-magical armor.
Abilities
Unspeakable Presence: Any human who has contact with a demon must pass a difficult (2 DoS) INS check or gain 1 point of Permanent Insanity.
Ritual Vulnerability: While powerful, lesser demons can be controlled or banished through complex and secret rituals known to only the most daring mages.
Twisted Passion: The demon is driven by a specific, sick desire. If it can satisfy this passion, it gains **advantage** on its next roll; if denied, it becomes reckless (-1 DoS to Defense).

Violent shape-shifters
also known as man-eaters. They are said to have been created from Brahma's spirit and banished to earth due to their insatiable bloodlust. They can fly, become invisible, and use illusions (Maya) to change form and size.
HP: 45 | Defense: 3 | Reaction Pool: 6
STR70
AGI65
LOG60
INS75
CHA80
CON65
Actions
Claw Strike. combat skill 80, Damage 2.
Flesh Devour. combat skill 75, Damage 3. The rakshasa drinks blood or eats raw meat directly from the victim.
Abilities
Maya (Illusion): As an action, the rakshasa can change form to any creature, change its size, or become invisible.
Supernatural Senses: The rakshasa can smell human flesh from afar. It has **advantage** on all INS checks to track humans.
Flight: The rakshasa has the ability to fly.

A Nordic vampire
that inhabits burial mounds. It looks human but carries a musty smell of decay when hungry. It can enter dreams and sink into the earth itself.
HP: 35 | Defense: 4 | Reaction Pool: 3
STR70
AGI30
LOG40
INS55
CHA25
CON75
Actions
Crushing Grip. combat skill 65, Damage 2. Target is grappled.
Drain Vitality. combat skill 60, Damage 1. Draug heals damage equal to the damage dealt.
Abilities
Supernatural Resilience: Almost immune to common weapons. Gains **Armor 3** against non-iron weapons.
Iron Weakness: Attacks made with iron weapons ignore the Draug's natural Armor, though they do not prevent its regeneration.
Shadow Weaver: As an action, the Draug can create temporary darkness in a 10m radius during the day.
Dream Haunter: The Draug can enter the dreams of a sleeping target within its burial mound's vicinity, causing the target to lose 1 Exhaustion upon waking.
Earth Sink: The Draug can move through the ground as if it were water, though it must emerge to attack.
Final Death: To truly destroy a Draug, its head must be severed, its body burned, and the ashes thrown into the sea.

Ancient, immortal beings
often mistaken for gods, demigods, or angels. They have infiltrated human civilizations since time immemorial and are mentioned in the oldest mythological texts.
HP: 50 | Defense: 5 | Reaction Pool: 8
STR60
AGI60
LOG90
INS85
CHA95
CON80
Actions
Divine Strike. combat skill 90, Damage 4. Target must pass an INS check or be stunned for 1 round.
Abilities
Eternal Presence: The Deathless cannot be truly killed by mortal means. If reduced to 0 HP, they dissipate and reform elsewhere after 1d100 years.
Ancient Infiltrator: As masters of civilization, The Deathless gain **advantage** on all CHA-based checks to manipulate or lead humans.
Mythological Shield: The Deathless are immune to all non-magical damage and status effects.
Ancient Knowledge: Gains +20 to any LOG check related to history, mythology, or forbidden rituals.

Larvaé are enormous worm-like creatures
resting in the depths of the earth. Every fifty or hundred years they rise to eat, consuming everything living within a mile's radius. They are said to have existed since long before humans.
HP: 100 | Defense: 8 | Reaction Pool: 4
STR95
AGI10
LOG50
INS70
CHA15
CON95
Actions
Devour. combat skill 80, Damage 5.
Abilities
Split Form: A Larvaé can divide itself into up to 40 seemingly human or animal figures. These "parts" have rigid behavior, slow reactions, and a staring gaze.
Prehistoric Hunger: Consumes instincts and thoughts from the creatures it eats.
Ominous Silence: The Larvaé's presence scares away all natural wildlife. An area where a Larvaé is about to emerge becomes completely empty of animals.

Ancient beings
who achieved eternal life through forgotten black arts. They once ruled as god-kings and pharaohs in forgotten realms. Their minds have aged even if their bodies remain, and they are often drawn to power positions in the modern world.
HP: 60 | Defense: 5 | Reaction Pool: 8
STR55
AGI45
LOG95
INS90
CHA95
CON85
Actions
Divine Authority. combat skill 90, Damage 3. The target must pass a difficult (2 DoS) INS check or obey a simple command.
Abilities
Ancient Immortality: Cannot die from age or natural causes. If their body is destroyed, it takes centuries to return.
God-King Influence: Has **advantage** on all social checks to manipulate or lead humans.
Vengeful Curse: If killed, the Mummy utters a final curse. The killer must pass a very hard (3 DoS) INS check or suffer **disadvantage** on all checks until cleansed.
A restless creature
seeking revenge or resurrection. They are tormented souls that over time shrink into hateful monsters.
HP: 35 | Defense: 3 | Reaction Pool: 5
STR65
AGI40
LOG40
INS60
CHA20
CON70
Actions
Hateful Touch. combat skill 70, Damage 2 + 1 Rot.
Abilities
Withered Soul: Can only exist for a limited time before the soul shrivels away, leaving behind a pure monster.
Undead Resilience: Immune to pain, toxins, and mental effects.
Slow but Relentless: Movement speed is halved, but it ignores all difficult terrain.
Soulless guardians
of dark secrets. They mercilessly kill anyone who stands in their way.
HP: 40 | Defense: 4 | Reaction Pool: 4
STR70
AGI35
LOG--
INS40
CHA--
CON80
Actions
Crushing Blow. combat skill 65, Damage 3.
Abilities
Eternal Guardian: Never deviates from its post or mission to protect a place or secret.
Fearless: Immune to all forms of fear and manipulation.

A newly created vampire
, often uncertain of its powers and still tethered to its mortal morality. They are fast and dangerous but lack the cold control of their elders.
HP: 20 | Defense: 2 | Reaction Pool: 6
STR55
AGI60
LOG50
INS55
CHA65
CON50
Actions
Blood Bite. combat skill 70, Damage 2. Heals the vampire for 1 HP.
Abilities
Hypnotic Gaze: As an action, the vampire can attempt to fascinate a target (INS check vs 70).
Sunlight Vulnerability: Loses 5 HP per round in direct sunlight.
Fast Healing: Recovers 3 HP per hour (3x natural speed).
A being of centuries
, the Ancient Vampire is an anachronism that has lost its humanity. They are masters of the mind and shadows, viewing mortals as mere cattle.
HP: 40 | Defense: 4 | Reaction Pool: 8
STR75
AGI70
LOG80
INS85
CHA90
CON70
Actions
Ancient Bite. combat skill 85, Damage 3. Heals the vampire for 2 HP.
Abilities
Master of Shadows: Can cast *Mist* or *Swarm* as an action.
Sunlight Lethality: Instantly destroyed if exposed to direct sunlight for more than 1 minute.
Melancholy: If the vampire is alone and not in combat, it must pass a LOG check or fall into a deep, centuries-long sleep.
A vampire that has lost all pretense
of humanity, crawling from its grave as a stench-ridden monster driven only by bloodlust. It fears the sun, fire, and the sound of roosters.
HP: 30 | Defense: 3 | Reaction Pool: 5
STR70
AGI65
LOG10
INS75
CHA05
CON70
Actions
Feral Bite. combat skill 80, Damage 3.
Abilities
Blood Frenzy: Gains **advantage** on attacks against targets that have lost any HP.
Panic: If exposed to fire or holy symbols, the Beast must pass an INS check or flee.

Descendants of the first mother
after her exile, these entities are driven by an ancient instinct to reproduce, though they find few among mortals who can bear their children. They are preternaturally beautiful, with a scent that acts as a potent aphrodisiac when they are in heat, though it turns to the smell of rot if they are displeased.
HP: 18 | Defense: 2 | Reaction Pool: 6
STR45
AGI65
LOG55
INS60
CHA85
CON50
Actions
Seductive Embrace. combat skill 75, Damage 0. Target must pass an INS check (difficult - 2 DoS) or be fascinated.
Abilities
Supernatural Beauty: Gains **advantage** on all CHA-based checks against mortals.
Fast Healing: Recovers 2 HP at the start of each of its turns.
A Nordic variety of vampire.
The Draug appears human, but if it has gone long without feeding or sleeping, it begins to emit an odor of decay. While it remains active during the day, it prefers the night and is nearly immune to common weapons, save for those forged of iron. To truly destroy a Draug, one must decapitate it, burn the body, and scatter the ashes at sea.
HP: 30 | Defense: 3 | Reaction Pool: 5
STR65
AGI55
LOG40
INS50
CHA35
CON60
Actions
Grip of the Grave. combat skill 70, Damage 2. If it hits, the target is restrained.
Abilities
Dream-Walker: The Draug can enter the dreams of the living to torment or deliver curses.
Iron Vulnerability: Iron weapons ignore its natural damage reduction.
Earth-Sinker: As an action, the Draug can sink into the ground, disappearing from sight.
Ancient, worm-like entities
that dwell deep within the earth, rising to the surface only once every fifty or a hundred years to feed. When they emerge, they consume all life within miles. They can split their essence into dozens of smaller, stiff-moving humanoids or animals to infiltrate settlements before the main body arrives.
HP: 80 | Defense: 4 | Reaction Pool: 2
STR95
AGI20
LOG15
INS35
CHA--
CON90
Actions
Crushing Maw. combat skill 60, Damage 4.
Abilities
Split Essence: The Larvaé can create 1d20 smaller "drones" (use Human/Animal stats but they are stiff and slow). If the drone is killed, the Larvaé feels it but takes no damage.
Ominous Silence: Animals flee areas where a Larvaé is about to emerge. Perception checks to notice the lack of wildlife are made at **advantage**.
Terrible Stench: The Larvaé emits a smell of ancient rot. Any creature starting its turn adjacent must pass a CON check or be poisoned for 1 round.

Animate corpses
brought back through sorcery. They are in a state of slow decay, driven by an insatiable hunger for the flesh of the living.
HP: 16 | Defense: 1 | Reaction Pool: 3
STR55
AGI30
LOG10
INS15
CHA05
CON60
Actions
Bite. combat skill 50, Damage 2. 25% chance of infection.
Abilities
Relentless: Will not stop pursuing a target once it has caught the scent of life.
Headshot: Only a critical hit or an aimed shot to the head can truly stop a zombie.

Gargoyls look like stones
that have been animated, often representing demons, small stone devils, cherubs, or angels. They are strange creatures that neither consume food nor secrete body fluids. Some believe they are ancient animated stones that were forgotten.
HP: 25 | Defense: 4 | Reaction Pool: 3
STR60
AGI40
LOG05
INS30
CHA05
CON70
Actions
Claw Strike. combat skill 60, Damage 2.
Abilities
Bound Servant: The gargoyl is completely dominated by its master and cannot think independently. If its master dies, it remains on its spot (often roofs or graves) until a new master calls it.
Stone Camouflage: When the gargoyl is motionless, it is impossible to distinguish from a normal stone statue.
No Metabolism: Does not need to eat, drink, or breathe.

A lifeless depiction
of stone or metal given life through magic or ancient mechanics.
HP: 30 | Defense: 5 | Reaction Pool: 2
STR75
AGI20
LOG--
INS10
CHA--
CON80
Actions
Crushing Blow. combat skill 50, Damage 3.
Abilities
Construct: Immune to toxins, diseases, and mental effects.
Immutable Form: Cannot change form or be affected by effects that alter its physical structure.
A form of zombie
created from either the flesh of the dead or clay. It lacks its own intelligence and is completely controlled by its creator through simple orders.
HP: 35 | Defense: 3 | Reaction Pool: 2
STR80
AGI15
LOG--
INS10
CHA--
CON85
Actions
Relentless Slam. combat skill 55, Damage 3.
Abilities
Slavish Obedience: The golem follows its creator's orders exactly without hesitation or self-preservation.
Magical Tether: The spell animating the golem usually lasts three days. During this time, the creator must sit in deep meditation. Extending the duration takes a toll on the creator's health (starvation, dehydration, and permanent damage).
Construct Nature: Immune to toxins, diseases, and mental effects.