Time Raider Armiger

Edit
Time Raider Armiger token by [Max Hamm](https://www.patreon.com/cw/MaxHamm)

Time Raider Armiger

Level 3 Platoon Defender
Humanoid, Time Raider EV 10
  1. 1M Size
  2. 5 Speed
  3. 60 Stamina
  4. 0 Stability
  5. 5 Free Strike
Immunity Psychic 3 Weakness
Movement
  1. Might

    0
  2. Agility

    2
  3. Reason

    2
  4. Intuition

    2
  5. Presence

    0
  1. Serrated Saber 2d10 + 2 Signature Ability

    Melee, Psionic, Strike, Weapon Main Action
    o Melee 1 x One creature or object
    ! 7 damage @ 10 damage # 13 damage; R < 2 weakened (save ends)
    2 Malice:

    A creature weakened this way is also bleeding.

  2. Shared Sickness 2d10 + 2

    Psionic, Ranged Triggered Action
    o Ranged 20 x The triggering creature
    A creature deals damage to any ally of the armiger who the armiger has line of effect to
    ! 4 psychic damage; R < 0 5 poison damage @ 6 psychic damage; R < 1 5 poison damage # 9 psychic damage; R < 2 5 poison damage
  3. Foresight

    The armiger doesn't take a bane on strikes against creatures with concealment.

  4. Kuran’zoi Heraldry

    Any time raider who starts their turn with line of effect to the armiger can end one condition affecting the armiger can end one condition affecting them.

Export monster as data

You can export the monster as data. The data can be used by other applications that support importing data from Stawl.

Report Issue

You must be logged in to report an issue.

Log in

Time Raiders Malice


  1. Gravity Well 3 Malice

    1. Area, Psionic, Ranged, Weapon Maneuver
      o 5 cube within 3
      x Special
    2. Effect:

      A time raider acting this turn activates a gravity well in the area. The gravity well sits at the center of the cube and lasts until the end of the encounter, or until a creature adjacent to the well uses a maneuver to deactivate it. The area is difficult terrain for enemies. Any enemy who ends their turn in the area is pulled up to 4 squares toward the well

  2. Recall Module 5 Malice

    1. Until the end of the round, each time raider gains a +3 bonus to speed, and can teleport up to their speed as a move action.

  3. Psi-Cage 10 Malice

    1. All time raiders in the encounter collectively create a psionic field over the encounter map, which lasts until the first time raider with the highest Stamina maximum drops to 0 Stamina or chooses to end the field (no action required). While the field is up, each non-time raider on the map makes a Reason test against this psionic effect at the start of each round.

    2. ! 10 psychic damage; slowed (EoT) @ 7 psychic damage; slowed (EoT) # No effect

Report Issue

You must be logged in to report an issue.

Log in

Select which monster band to clone the Time Raider Armiger to

or a different one