Rival Talent

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Rival Talent token by <Unknown>

Rival Talent

Level 5 Elite Hexer
Humanoid, Rival EV 28
  1. 1M Size
  2. 5 Speed
  3. 120 Stamina
  4. 2 Stability
  5. 6 Free Strike
Immunity โ€” Weakness โ€”
Movement โ€”
  1. Might

    0
  2. Agility

    0
  3. Reason

    3
  4. Intuition

    0
  5. Presence

    1
  1. Overwhelming Rend 2d10 + 3 Signature Ability

    Psionic, Ranged, Strike, Telekinesis Main Action
    o Ranged 10 x Two creatures or objects
    ! 9 psychic damage; push 2; M < 1 prone @ 14 psychic damage; push 3; M < 2 prone # 17 psychic damage; push 4; M < 3 prone
  2. Disarrange Thoughts 2d10 + 3 2 Malice

    Psionic, Ranged, Telepathy Maneuver
    o Ranged 10 x One creature or object
    ! 6 psychic damage; R < 1 dazed (save ends) @ 6 psychic damage; R < 2 dazed (save ends) # 6 psychic damage; R < 3 dazed and slowed (save ends)
  3. Precognitive Shift 1 Malice

    Psionic Triggered Action
    o Self x Self
    A creature deals damage to the talent
    Effect:

    The talent halves the damage and shifts up to 2 squares

  4. Rivalry

    At the start of an encounter, the talent chooses one creature within their line of effect. Both the talent and the creature can add a d3 roll to power rolls they make against each other.

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Rivals Malice


  1. Work as One 3 Malice

    1. Until the end of the round, each rival can impose a bane on a strike made against an adjacent rival as a free triggered action.

  2. We Just Do It Better 3 Malice

    1. Until the end of the round, whenever any rival makes a power roll against the target of their Rivalry trait, they roll a d3 and add it to the power roll.

  3. Check Out Our Loot 5 Malice

    1. One rival pulls out a magic consumable and hurls it, targeting a 5 x 1 line within 1 square of them or a 3 cube within 10 squares of them. Each enemy in the area makes an Agility test. The rival chooses a damage type and a condition for the outcome of the test from one of the following pairs: sonic damage and dazed, poison damage and weakened, or fire damage and frightened.

    2. ! 11 damage; the condition affects the target (save ends) @ 8 damage; the condition affects the target (EoT) # 5 damage
  4. Calling the Shots 7 Malice

    1. Each rival regains 10 Stamina. Until the end of the round, whenever a rival uses an ability against an enemy, each other rival adjacent to that enemy can make a free strike against them.

  5. Coordinated Takedown 10 Malice

    1. Each rival moves up to their speed and uses a main action or maneuver that doesn't cost Malice.

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