Slay a victim to transform. Injection - If a target of the attack takes at least 1 damage, it becomes insane. Insanity -At the beginning of your turn, roll 2d6. If the result is less than 7, this monster is insane that turn. Change - When this monster slays a victim, you may turn its dial to the red starting line and flip this card.
SIDE B
Cannot heal past red starting line. Leap/Climb - This monster automatically breaks away and
ignores the effects of monsters, victims, hindering
terrain, and outdoor blocking terrain for movement purposes. Stamina - Damage dealt to this monster is reduced by 1. Metamorph - When this monster slays a victim, you may turn its dial to the green starting line and flip this card.
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