War Dog Geomancer

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War Dog Geomancer token by <Unknown>

War Dog Geomancer

Level 8 Horde Controller
Humanoid, Soulless, War Dog EV 10
  1. 1M Size
  2. 5 Speed
  3. 45 Stamina
  4. 3 Stability
  5. 3 Free Strike
Immunity Weakness
Movement Burrow
  1. Might

    2
  2. Agility

    1
  3. Reason

    4
  4. Intuition

    4
  5. Presence

    2
  1. Earthwave 2d10 + 4 Signature Ability

    Area, Magic, Ranged Main Action
    o 7 x 2 line within 10 x Each creature in the area
    ! 3 damage; M < 2 push (see effect) @ 6 damage; M < 3 push # 8 damage; M < 4 push, prone
    Effect:

    This ability ignores stability. The geomancer declares a direction for the area, and any creature pushed by this ability is pushed to the last space in the area in the chosen direction.

    2 Malice:

    The ground beneath the area becomes a 2-square-deep trench after the power roll is resolved

  2. Siegeworks

    Area, Magic, Ranged Maneuver
    o 5 wall within 10 x Special
    Effect:

    The geomancer raises a wall of stone set with viewing gaps. Creatures have line of effect through the wall while adjacent to it.

  3. Dust Cloud

    The geomancer is always surrounded by a 2 aura of swirling dust and earthen debris. The geomancer and any ally in the area have concealment.

  4. Loyalty Collar

    When the geomancer is reduced to 0 Stamina, their loyalty collar explodes, dealing 3d6 damage to each adjacent enemy and object.

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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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