Tusker Demon

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

Tusker Demon

Level 2 Elite Brute
Abyssal, Demon, Gnoll EV 16
  1. 3 Size
  2. 7 Speed
  3. 100 Stamina
  4. 3 Stability
  5. 5 Free Strike
Immunity โ€” Weakness โ€”
Movement โ€”
  1. Might

    2
  2. Agility

    -1
  3. Reason

    -3
  4. Intuition

    0
  5. Presence

    -1
  1. Gore 2d10 + 2 Signature Ability

    Charge, Melee, Strike, Weapon Main Action
    o Melee 2 x Two creatures or objects
    ! 7 damage; push 1 @ 11 damage; push 2 # 14 damage; push 3, prone
    Effect:

    If this ability is used as part of the Charge main action, it deals an extra 4 damage.

  2. Vengeful Tusker

    Ranged Triggered Action
    o Ranged 7 x The triggering enemy
    An enemy within distance deals damage to the tusker.
    Effect:

    The tusker demon uses the Charge main action and Gore against the target.

  3. Trample

    The tusker demon can move through enemies' spaces at their usual speed. When the tusker enters a creature's space for the first time on a turn, that creature takes 5 damage. The tusker demon can end their turn in a prone size 1 creature's space, preventing the creature from standing up.

  4. Lethe

    While the tusker demon is winded, they gain an edge on strikes, and any strike made against them gains an edge.

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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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