Dwarf Marauder Lord

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Dwarf Marauder Lord token by [Max Hamm](https://www.patreon.com/cw/MaxHamm)

Dwarf Marauder Lord

Level 3 Leader
Dwarf, Humanoid EV 20
  1. 1M Size
  2. 5 Speed
  3. 132 Stamina
  4. 4 Stability
  5. 5 Free Strike
Immunity Weakness
Movement
  1. Might

    3
  2. Agility

    0
  3. Reason

    2
  4. Intuition

    1
  5. Presence

    0
  1. Levitating Axes 2d10 + 3 Signature Ability

    Melee, Psionic, Ranged, Strike, Weapon Main Action
    o Melee 1 or Ranged 10 x Two creatures or objects
    ! 8 damage; slide 1 @ 12 damage; slide 3 # 15 damage; slide 5
    Effect:

    A target restrained by a dwarf can be force moved by this ability. This forced movement doesn't end the restrained condition unless the Director determines otherwise.

    3 Malice:

    A target force moved adjacent to an ally of the marauder lord is restrained until the end of their next turn.

  2. Magnetomancy

    Psionic, Ranged Maneuver
    o Ranged 10 x One creature or object
    Effect:

    The target vertical slides up to 5 squares. A target restrained by a dwarf can be force moved by this ability. This forced movement doesn't end the restrained condition unless the Director determines otherwise.

    5 Malice:

    This ability takes the Area keyword and loses the Ranged keyword, its distance becomes a 10 burst, and it targets each restrained creature in the area.

  3. Your Weapon is Useless

    Psionic, Ranged Triggered Action
    o Ranged 10 x Self or one ally
    A creature makes a melee strike against the target.
    Effect:

    The target halves any damage from the strike and the triggering creature takes 4 damage.

  4. End Effect

    At the end of each of their turns, the marauder lord can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.

  5. Ajax Will Pay Well for These Specimens

    Area, Psionic, Ranged, Weapon Villain Action 1
    o 5 cube within 10 x Each enemy in the area
    Effect:

    The marauder lord uses Levitating Axes against each target, making one power roll against all targets.

  6. Don’t Let Them Escape!

    Area Villain Action 2
    o 5 burst x Each ally in the area
    Effect:

    Each target shifts up to their speed. The marauder lord then uses Levitating Axes.

  7. Test Your Metal!

    Psionic, Ranged Villain Action 3
    o Ranged 10 x Special
    Effect:

    The marauder lord creates three size 2 metal objects in unoccupied spaces within distance. Whenever the marauder lord uses Magnetomancy, they can additionally target one of these objects.

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Dwarves Malice


  1. Breaching Charge 3 Malice

    1. A dwarf can destroy one adjacent object or square of wall for each 3 Malice spent. Each enemy adjacent to the destroyed object or square takes the object's Stamina in damage (3 for wood, 6 for stone, or 9 for metal).

  2. Rappelling Barrage 5 Malice

    1. Each dwarf acting this turn can automatically climb at full speed while moving. At any point during this movement, they can make a free strike.

  3. Snaring Line 7 Malice

    1. Area, Magic, Ranged Main Action
      o 10 x 1 line within 10
      x Each enemy in the area
    2. Effect:

      Each target makes an Agility test

    3. ! 8 damage; restrained (EoT) @ 6 damage; slowed (EoT) # No effect
    4. The snaring line remains until the end of the encounter. Any enemy who moves into the area for the first time in a round or starts their turn there must make the test.

    5. Special:

      This ability can't be used by a minion.

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