Human Blackguard

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

Human Blackguard

Level 1 Leader
Human, Humanoid EV 12
  1. 1M Size
  2. 5 Speed
  3. 80 Stamina
  4. 2 Stability
  5. 4 Free Strike
Immunity Corruption 2, psychic 2 Weakness โ€”
Movement โ€”
  1. Might

    3
  2. Agility

    2
  3. Reason

    2
  4. Intuition

    0
  5. Presence

    2
  1. Zweihander Swing 2d10 + 3 Signature Ability

    Area, Weapon Main Action
    o 1 burst x Each enemy in the area
    ! 3 damage; M < 1 slowed (save ends) @ 6 damage; M < 2 slowed (save ends) # 8 damage; M < 3 slowed (save ends)
    Effect:

    One ally within 10 squares can make a free strike.

    1 Malice:

    One ally within 10 squares can use their signature ability instead.

  2. You!

    Ranged Maneuver
    o Ranged 10 x One enemy
    Effect:

    The target is marked until the start of the blackguard's next turn. The blackguard and each of their allies gain an edge on abilities used against targets marked by the blackguard.

  3. End Effect

    At the end of each of their turns, the blackguard 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.

  4. Supernatural Insight

    The blackguard ignores concealment if it's granted by a supernatural effect

  5. Parry!

    Melee Triggered Action
    o Melee 1 x Self or one ally
    A creature makes a strike against the blackguard or an ally adjacent to them.
    Effect:

    The damage is halved.

  6. Advance!

    โ€” Villain Action 1
    o Self x Self
    Effect:

    The blackguard shifts up to their speed. During or after this movement, they can use their Zweihander Swing twice.

  7. Back!

    Area, Magic Villain Action 2
    o 5 burst x Each enemy in the area
    Effect:

    The blackguard slides each target up to 5 squares.

  8. I Can Throw My Blade and So Should You!

    Area, Magic, Ranged, Weapon Villain Action 3
    o 3 cube within 5 x Each enemy in the area
    Effect:

    The blackguard uses their Zweihander Swing against each target. Each ally within 5 squares of the area can then make a free strike against a target (one target per ally)

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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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