Dwarf Reel Winch

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

Dwarf Reel Winch

Level 1 Platoon Support
Dwarf, Humanoid EV 6
  1. 1M Size
  2. 5 Speed
  3. 36 Stamina
  4. 2 Stability
  5. 3 Free Strike
Immunity โ€” Weakness โ€”
Movement โ€”
  1. Might

    0
  2. Agility

    2
  3. Reason

    0
  4. Intuition

    1
  5. Presence

    0
  1. Snaring Crossbow 2d10 + 2 Signature Ability

    Ranged, Strike, Weapon Main Action
    o Ranged 10 x One creature or object
    ! 5 damage; M < 0 slowed (save ends) @ 7 damage; M < 1 slowed (save ends) # 9 damage; M < 2 slowed (save ends)
    Effect:

    The target is pulled 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.

  2. Reel Them In 3 Malice

    Ranged, Weapon Maneuver
    o Ranged 10 x Three creatures
    Effect:

    The target is pulled up to 8 squares. A restrained or slowed target can be pulled an additional 2 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.

  3. We Have a Quota!

    If a target made slowed by the reel winch is already grabbed or slowed, the grabbed and slowed conditions end and the target is restrained (save ends).

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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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