Human Bandit Chief

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Human Bandit Chief token by [Max Hamm](https://www.patreon.com/cw/MaxHamm)

Human Bandit Chief

Level 3 Leader
Human, Humanoid EV 20
  1. 1M Size
  2. 5 Speed
  3. 120 Stamina
  4. 2 Stability
  5. 5 Free Strike
Immunity Corruption 4, psychic 4 Weakness โ€”
Movement โ€”
  1. Might

    2
  2. Agility

    3
  3. Reason

    2
  4. Intuition

    3
  5. Presence

    2
  1. Whip and Magic Longsword 2d10 + 3 Signature Ability

    Magic, Melee, Strike, Weapon Main Action
    o Melee 2 x Two enemies or objects
    ! 8 damage; pull 1 @ 12 damage; pull 2 # 15 damage; pull 3
    Effect:

    Any target who is adjacent to the bandit chief after the power roll is resolved takes 3 corruption damage.

    2 Malice:

    This ability targets one additional target.

  2. Kneel, Peasant! 2d10 + 3

    Melee Maneuver
    o Melee 1 x One enemy
    ! Push 1; M < 1 prone @ Push 2; M < 2 prone # Push 4; M < 3 prone
    2 Malice:

    The ability takes the Area keyword, loses the Melee keyword, and is a 1 burst that targets each enemy in the area.

  3. Bloodstones

    Magic Triggered Action
    o Self x Self
    The bandit chief makes a power roll.
    Effect:

    The bandit chief takes 5 corruption damage and increases the outcome of the power roll by one tier. This damage can't be reduced in any way.

  4. End Effect

    At the end of each of their turns, the bandit chief can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.

  5. Supernatural Insight

    The bandit chief ignores concealment if it's granted by a supernatural effect.

  6. Shoot!

    Area Villain Action 1
    o 10 burst x Each artillery ally in the area
    Effect:

    Each target makes a ranged free strike.

  7. Form Up!

    Area Villain Action 2
    o 10 burst x Each ally in the area
    Effect:

    Each target shifts up to their speed. Additionally, until the end of the encounter, while the bandit chief or any ally is adjacent to a target, they have damage immunity 2.

  8. Lead From the Front

    โ€” Villain Action 3
    o Self x Self
    Effect:

    The bandit chief shifts up to 10 squares regardless of their speed. During or after this movement, they can use their Whip and Magic Longsword against up to four targets. Additionally, one ally adjacent to each target can make a free strike against that target.

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Humans Malice


  1. Alchemical Device 3 Malice

    1. Area, Magic, Ranged Maneuver
      o 3 cube within 10
      x Each enemy and object in the area
      2d10 + 2
    2. ! 4 corruption damage; A < 0 slowed (save ends) @ 6 corruption damage; A < 1 slowed (save ends) # 9 corruption damage; A < 2 restrained (save ends)
    3. Special:

      This ability can't be used by a minion.

  2. Exploit Opening 5 Malice

    1. Each human acting this turn gains an edge on abilities until the end of their turn, or has a double edge on any ability that targets an enemy affected by a condition.

  3. Staying Power 7 Malice

    1. Each non-minion human in the encounter regains Stamina equal to 5 times their level.

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