Rival Conduit

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Rival Conduit token by [Max Hamm](https://www.patreon.com/cw/MaxHamm)

Rival Conduit

Level 8 Elite Support
Humanoid, Rival EV 40
  1. 1M Size
  2. 5 Speed
  3. 200 Stamina
  4. 1 Stability
  5. 8 Free Strike
Immunity โ€” Weakness โ€”
Movement โ€”
  1. Might

    3
  2. Agility

    0
  3. Reason

    1
  4. Intuition

    4
  5. Presence

    2
  1. Celestial Furor 2d10 + 4 Signature Ability

    Magic, Melee, Ranged, Strike Main Action
    o Melee 1 or ranged 10 x Two creatures or objects
    ! 12 holy damage; vertical slide 2 @ 17 holy damage; vertical slide 3 # 21 holy damage; vertical slide 4
    Effect:

    The conduit or one ally within distance regains Stamina equal to half the damage dealt.

  2. Imbue with Power 3 Malice

    Magic, Ranged Maneuver
    o Ranged 10 x Self and five allie
    Effect:

    Each target has a double edge on their next strike.

  3. Unwavering Defender

    Damage dealt to any ally adjacent to the conduit is halved.

  4. Rivalry

    At the start of an encounter, the conduit chooses one creature within their line of effect. Both the conduit 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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