Grab

The creature has a physical means to reach out and restrain many targets, after which it can cause harm without needing to make a further successful attack – and, indeed, causing extra harm while in control. Anyone held can continue to attack or try to break the Grab by forfeiting an Active Action.

I Active Requires Harm; [StrongStrong] Chained, cannot act until removed
II Active As I, but Grab also inflicts +1D4 damage per turn held on top of normal unarmed damage
III Active As I, but creature can use a Grabbed target as a meat shield, taking a selected hit – and associated damage – instead of the creature; or the creature can inflict +1D6 damage per turn held on top of normal unarmed damage