Soulbinder Psyche

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Soulbinder Psyche token by <Unknown>

Soulbinder Psyche

Level 10 Elite Hexer
Humanoid, Soulless, War Dog EV 48
  1. 1M Size
  2. 5 Speed
  3. 220 Stamina
  4. 1 Stability
  5. 10 Free Strike
Immunity โ€” Weakness โ€”
Movement Fly, hover
  1. Might

    1
  2. Agility

    3
  3. Reason

    3
  4. Intuition

    4
  5. Presence

    5
  1. Soulbind 2d10 + 5 Signature Ability

    Magic, Ranged, Strike Main Action
    o Ranged 10 x Two creatures or objects
    ! 15 holy damage; R < 3 the target is soulbound (save ends) @ 20 holy damage; R < 4 the target is soulbound (save ends) # 20 holy damage; R < 4 the target is soulbound (save ends)
    Effect:

    A soulbound creature can't benefit from edges or double edges, and can't gain or use surges.

  2. Soulstorm 2d10 + 5 2 Malice

    Area, Magic, Ranged Main Action
    o 3 cube within 10 x Each enemy in the area
    ! 8 corruption damage; P < 3 weakened (EoT) @ 12 corruption damage; P < 4 weakened (EoT) # 15 corruption damage; P < 5 weakened (EoT)
    Effect:

    The area is difficult terrain until the start of Psyche's next turn At the start of each of her turns, Psyche can use a maneuver to main- tain this effect, move the area up to 5 squares, and make the power roll against each creature in the area's new location.

    1 Malice:

    Until the start of Psyche's next turn, if this ability makes a creature weakened, that creature is also soulbound (save ends; see Soulbind above).

  3. Command the Awakened

    Magic, Ranged Maneuver
    o 5 burst x Each soulbound enemy in the area
    Effect:

    Each target takes 5 damage from a self-inflicted wound, and if they have M < 4 Psyche slides them up to 5 squares.

  4. Spirit Form

    โ€” Triggered Action
    o Self x Self
    An enemy moves within 2 squares of Psyche.
    Effect:

    Psyche moves up to 5 squares, and has damage immunity 5 and ignores difficult terrain during this movement. The first time she moves through any creature during this movement, that creature takes 5 corruption damage.

  5. Vengeance for the Slain

    Ranged Free Triggered Action
    o Ranged 10 x One enemy
    A war dog within distance is made winded or reduced to 0 Stamina
    Effect:

    The target loses all their surges and takes 5 corruption damage.

    1 Malice:

    The target also takes a bane on their next strike

  6. Immortal Soul

    When Psyche is reduced to 0 Stamina, her spirit surrounds the nearest war dog, who has damage immunity 2, deals an extra 5 damage on strikes, and can use the following Immortal Flare maneuver until the end of the encounter. That war dog also gains the Immortal Soul trait, and transfers this effect to the nearest war dog when they die.

  7. Immortal Flare

    Magic, Ranged Maneuver
    o Ranged 10 x One creature or object
    Effect:

    The target takes 10 psychic damage.

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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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