Field Of Growth

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Field Of Growth token by [Max Hamm](https://www.patreon.com/cw/MaxHamm)

Field Of Growth

Level 5 Elite Controller
Elemental EV 28
  1. 3 Size
  2. 8 Speed
  3. 120 Stamina
  4. 2 Stability
  5. 6 Free Strike
Immunity Poison 5 Weakness
Movement Climb
  1. Might

    2
  2. Agility

    0
  3. Reason

    0
  4. Intuition

    2
  5. Presence

    2
  1. Hampering Roots 2d10 + 2 Signature Ability

    Magic, Ranged, Strike Main Action
    o Ranged 8 x Two creatures or objects
    ! 8 damage @ 13 damage; R < 1 prone and can't stand (save ends) # 16 damage; R < 2 prone and can't stand (save ends)
    Effect:

    If a target made prone this way is already prone, they are instead restrained (save ends). If the target was also unable to stand, that effect ends when they are no longer restrained this way.

  2. Convocation of Verdure

    Magic, Ranged Maneuver
    o Ranged 5 x Self or one elemental
    Effect:

    The target gains 15 temporary Stamina that lasts until the start of the field's next turn.

    3 Malice:

    Until the end of the encounter, the ground within 1 square of the target is overgrown with underbrush and vines. Whenever any enemy makes a strike against the target while within line of effect of that area, the enemy is pulled 5 squares toward the area after the strike is resolved. Any enemy who enters the area for the first time in a round or starts their turn there is knocked prone.

  3. Rose Thorn Lash 1 Malice

    Magic, Melee Triggered Action
    o Melee 3 x The triggering creature or object
    A creature or object within distance deals damage to the field.
    Effect:

    The target takes 6 damage, and if they have A < 2, they are bleeding (save ends).

  4. Roots Run Deep

    The field can target any creature touching the ground with their abilities, even if they don't have line of effect to that creature.

  5. Fickle and Free

    The field can't be restrained, slowed, or knocked prone, and they ignore difficult terrain.

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Elementals Malice


  1. Elemental Swap 3 Malice

    1. Two elementals on the encounter map teleport to swap places, and each has damage immunity 2 until the end of the round.

  2. Split 5 Malice

    1. An elemental acting this turn cleaves themself into two separate elementals. Each elemental has the same statistics as the original, except that each has half the original's current Stamina and is one size smaller. Both elementals can then shift up to their speed.

  3. Convocation of Chaos 7 Malice

    1. Magic, Ranged Maneuver
      o Ranged 8
      x Self or one elemental
    2. Effect:

      Until the end of the encounter, the target has a +5 bonus to speed and a +5 damage bonus to strikes. Additionally, whenever an elemental within the target's line of effect uses an ability with "Convocation" in the name, the target also gains the effects of that ability.

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