Abilities: Tribal spirit. Cowardice. Set traps.
This creature belongs to a highly spiritual tribe. When led by its faction’s lord it accumulates Tribal spirit which may temporarily increase its parameters.
When taking melee damage this creature runs away as far as it can within movement range. If the total health of the creature is 100 times more of total health of the attacker, then cowardice will not work. It retaliates only if it’s unable to run.
This creature can set a trap on any tile of the battlefield which is invisible to enemies. When an enemy stack walks into it there’s a chance its movement will be reduced by several tiles up to stopping its movement in place. In case if the trap fails the creature that has set it will lose all accumulated initiative.