Iron Champion Doru

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Iron Champion Doru token by <Unknown>

Iron Champion Doru

Level 10 Elite Brute
Humanoid, Soulless, War Dog EV 48
  1. 1L Size
  2. 5 Speed
  3. 260 Stamina
  4. 2 Stability
  5. 10 Free Strike
Immunity Weakness
Movement
  1. Might

    5
  2. Agility

    4
  3. Reason

    1
  4. Intuition

    4
  5. Presence

    2
  1. Houndaxe 2d10 + 5 Signature Ability

    Melee, Strike, Weapon Main Action
    o Melee 2 x Two creatures or objects
    ! 15 damage @ 21 damage; Doru gains an edge on his next power roll; M < 4 slide 3 # 25 damage; Doru has a double edge on his next power roll; M < 5 slide 5
    Effect:

    The damage from this ability can't be reduced in any way.

    3 Malice:

    This ability targets one additional target.

  2. Bloody Whirlwind 2d10 + 5 2 Malice

    Area, Weapon Main Action
    o Burst 3 x Each creature and object in the area
    ! 5 damage; A < 3 bleeding (save ends) @ 11 damage; A < 4 bleeding (save ends) # 15 damage; A < 5 bleeding (save ends)
    Effect:

    This ability deals an extra 5 damage for each winded target in the area.

  3. Hunting Leap

    Ranged Maneuver
    o Ranged 5 x One creature or object
    Effect:

    Doru jumps to an unoccupied space adjacent to the target, then can make a free strike against them. If the target is bleeding or winded, the distance of the ability becomes Ranged 10 and the free strike deals an extra 5 damage.

  4. Laugh It Off

    Triggered Action
    o Self x Self
    An enemy makes a strike against Doru.
    Effect:

    The triggering strike takes a bane and Doru gains an edge on his next power roll.

  5. Iron Juggernaut

    Doru can't be made slowed or restrained. Additionally, he can move while grabbed, and a creature grabbing him moves along with him unless they let go.

  6. The Scarless

    Doru regains 10 Stamina at the start of each of his turns unless he took acid or fire damage since the start of his previous turn. Whe- ever he regains Stamina this way, the Director can spend 2 Malice to end one effect on Doru that can be ended by a saving throw

  7. Champion's Loyalty Collar

    When Doru is reduced to 0 Stamina, his loyalty collar explodes, dealing 20 damage to each enemy and object within 3 squares of him.

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War Dogs Malice


  1. Reconstitute 3 Malice

    1. One war dog acting this turn tears apart a nearby corpse of a humanoid and incorporates its body parts into their own. The war dog regains Stamina equal to 5 times their level.

  2. Fire for Effect 5 Malice

    1. Area, Magic, Ranged Maneuver
      o 4 cube within 10
      x Each creature in the area
    2. Effect:

      Each target makes an Agility test. The same condition is imposed on each affected target.

    3. ! 5 fire damage; slowed or weakened (save ends) @ 5 fire damage; slowed or weakened (EoT) # 5 fire damage
  3. Fodder Run 7 Malice

    1. Each war dog minion in the encounter shifts up to their speed and can make a free strike. A minion who does so is then reduced to 0 Stamina.

  4. Loyalty Unto Death Echelon 2 5 Malice

    1. Magic, Ranged Maneuver
      o Ranged 10
      x Two war dogs
    2. Effect:

      Each target who has a loyalty collar shifts up to their speed, then is reduced to 0 Stamina. After each target's Loyalty Collar trait is resolved, each enemy adjacent to either target makes a Presence test.

    3. ! Push 4; the enemy is frightened of the nearest non-minion war dog (save ends) @ Push 2; the enemy is frightened of the nearest non-minion war dog (EoT) # Push 2
  5. Alchemical Cloud Echelon 3 7 Malice

    1. A bank of choking chemicals sweeps across the area of the encounter map. Each enemy in the encounter makes a Might test.

    2. ! 8 poison damage; dazed (EoT) @ 7 poison damage; weakened (EoT) # 4 poison damage
  6. Cry Havoc Echelon 4 7 Malice

    1. Area, Magic Maneuver
      o 3 burst
      x Each enemy in the area
      2d10 + 5
    2. ! 7 psychic damage @ 11 psychic damage; P < 4 frightened (save ends) # 14 psychic damage; P < 5 frightened (save ends)
    3. Effect:

      Each war dog within distance deals an extra 15 damage with strikes until the end of their next turn. Additionally, they end any effect on them that can be ended by a saving throw or that ends at the end of their turn, then shift up to their speed and can make a free strike.

    4. Special:

      This ability can't be used by a minion.

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