Rival Tactician

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

Rival Tactician

Level 10 Elite Artillery
Humanoid, Rival EV 48
  1. 1M Size
  2. 5 Speed
  3. 220 Stamina
  4. 2 Stability
  5. 10 Free Strike
Immunity โ€” Weakness โ€”
Movement โ€”
  1. Might

    5
  2. Agility

    2
  3. Reason

    4
  4. Intuition

    0
  5. Presence

    3
  1. Forward Assault 2d10 + 5 Signature Ability

    Ranged, Strike, Weapon Main Action
    o Ranged 10 x Two creatures or objects
    ! 15 damage @ 21 damage; A < 4 prone and can't stand (EoT) # 25 damage; prone; A < 5 can't stand (EoT)
    5 Malice:

    Two allies within distance move up to their speed and can use a signature ability that has a double edge.

  2. Guardian From Afar 3 Malice

    Area, Ranged, Weapon Main Action
    o 3 cube within 10 x One creature in the area
    ! 10 damage; M < 3 weakened (save ends) @ 16 damage; M < 4 weakened (save ends) # 20 damage; M < 5 weakened (save ends)
    Effect:

    Each ally in the area regains 10 Stamina.

  3. Battlefield Control

    Ranged Triggered Action
    o Ranged 10 x The triggering enemy
    An enemy within distance willingly moves
    Effect:

    At any point during the movement, the tactician and one ally within distance can use a signature ability against the target

  4. Rivalry

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