Slaughter Demon

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

Slaughter Demon

Level 4 Elite Brute
Abyssal, Demon, Hobgoblin EV 24
  1. 3 Size
  2. 7 Speed
  3. 140 Stamina
  4. 3 Stability
  5. 6 Free Strike
Immunity Fire 5 Weakness
Movement Burrow
  1. Might

    3
  2. Agility

    0
  3. Reason

    -1
  4. Intuition

    1
  5. Presence

    0
  1. Steely Skewer 2d10 + 3 Signature Ability

    Melee, Strike, Weapon Main Action
    o Melee 3 x Two creatures or objects
    ! 9 damage @ 14 damage; A < 2 bleeding (save ends) # 17 damage; A < 3 bleeding and restrained (save ends)
    Effect:

    A creature restrained this way moves with the slaughter demon. The slaughter demon can have up to six creatures or objects restrained at once.

  2. Tail Stinger 2d10 + 3 3 Malice

    Melee, Strike, Weapon Main Action
    o Melee 5 x One creature or object
    ! 10 poison damage; M < 1 weakened (save ends) @ 16 poison damage; M < 2 weakened (save ends) # 20 poison damage; M < 3 weakened (save ends)
    Effect:

    A target weakened this way also has damage weakness 3.

  3. Devour Soul

    Area, Magic Triggered Action
    o 5 burst x The triggering creature
    A creature within distance who has a soul dies.
    Effect:

    The target can't be brought back to life. Until the end of the encounter, the slaughter demon gains an edge on power rolls.

  4. Soulsight

    Any creature within 2 squares of the slaughter demon can't be hidden from them.

  5. Lethe

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

  6. Drag Below

    The slaughter demon can make a free strike as part of using the Dig maneuver. If the target of the free strike has M < 2, they are grabbed and take a bane on the Escape Grab maneuver.

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Hobgoblins Malice


  1. Goblin Mode 3 Malice

    1. Each goblin in the encounter gains a +2 bonus to speed until the end of the round.

  2. Operation Goblin Mode 3 Malice

    1. Each goblin in the encounter gains a +3 bonus to speed until the end of the round.

  3. Tiny Stabs 5 Malice

    1. Each enemy in the encounter takes 1 damage for each goblin adjacent to them.

  4. Operation Tactical Swarm 5 Malice

    1. Each hobgoblin in the encounter shifts up to their speed and can take the Defend main action.

  5. Swamp Stink 7 Malice

    1. The encounter map is covered in a green mist that lasts until the end of the round, and which can't be dispersed by wind. All areas of the map are difficult terrain for non-goblins, and each non-goblin on the map makes a Might test.

    2. ! 5 poison damage; the creature is weakened until the mist disappears @ The creature is weakened until the mist disappears # No effect
  6. Operation Earth Sear 7 Malice

    1. Until the end of the round, the ground throughout the encounter map becomes blazing hot. Any enemy takes 1 fire damage for each square of the ground they enter. Any enemy who ends their turn on the ground has fire weakness 2 until the start of their next turn.

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