Gnoll Marauder

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

Gnoll Marauder

Level 2 Horde Harrier
Abyssal, Gnoll EV 4
  1. 1M Size
  2. 7 Speed
  3. 20 Stamina
  4. 1 Stability
  5. 2 Free Strike
Immunity โ€” Weakness โ€”
Movement โ€”
  1. Might

    1
  2. Agility

    1
  3. Reason

    0
  4. Intuition

    0
  5. Presence

    1
  1. Fury Flail 2d10 + 2 Signature Ability

    Melee, Strike, Weapon Main Action
    o Melee 1 x One creature or object
    ! 4 damage @ 5 damage # 7 damage; prone; A < 2 bleeding (save ends)
    2+ Malice:

    This ability targets one additional target for each 2 Malice spent.

  2. Marauder's Cackletongue 3 Malice

    Area Maneuver
    o 2 burst x Self and each ally in the area
    Effect:

    Each target shifts up to their speed. If any target hasn't used their own Cackletongue maneuver on this turn, they can use it immediately at no cost.

  3. Death Frenzy

    Whenever a non-minion ally within 7 squares of the marauder is reduced to 0 Stamina, the marauder moves up to their speed and can make a melee free strike.

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Gnolls Malice


  1. Iron Jaws 3 Malice

    1. Area, Ranged, Weapon Maneuver
      o 1 cube within 3
      x Special
    2. Effect:

      A gnoll acting this turn drops an iron-jawed snare into the area. The first time any enemy moves into the area, they make an Agility test. If they were unaware of the snare, the test takes a bane.

    3. ! 6 damage; bleeding (save ends) @ 4 damage; bleeding (EoT) # No effect
    4. Effect:

      While an enemy is bleeding this way, each gnoll in the encounter gains an edge on strikes made against them.

  2. Bloodpool 5 Malice

    1. One gnoll minion suddenly explodes into a pool of blood, splattering the area within 3 squares of them. Any gnoll who starts their turn in this area deals an extra 5 damage on their next strike before the end of their turn. Once per round, an abyssal hyena who starts their turn in the area turns into a gnoll marauder, keeping their current Stamina.

  3. Echoes of Laughter 7 Malice

    1. Until the end of the encounter, the encounter map is encased in a soundscape of laughter and howling. Each enemy takes a bane on the first power roll they make each round. Whenever a gnoll is killed, this effect is suppressed until the start of the next round.

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