Lord Syuul

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

Lord Syuul

Level 6 Solo
Horror, Voiceless Talker EV 96
  1. 1M Size
  2. 7 Speed
  3. 450 Stamina
  4. 3 Stability
  5. 7 Free Strike
Immunity Psychic 10 Weakness
Movement Hover, teleport
  1. Might

    1
  2. Agility

    3
  3. Reason

    4
  4. Intuition

    4
  5. Presence

    3
  1. Solo Monster

    End Effect: At the end of each of his turns, Lord Syuul can take 10 damage to end one effect on him that can be ended by a saving throw. This damage can't be reduced in any way.

    Solo Turns: Lord Syuul can take two turns each round. He can't take turns consecutively.

  2. Tentacle Grab 2d10 + 4 Signature Ability

    Melee, Strike, Weapon Main Action
    o Melee 2 x Two creatures or objects
    ! 11 damage; A < 2 grabbed @ 17 damage; A < 3 grabbed # 20 damage; A < 4 grabbed
    2 Malice:

    The distance of this ability increases to melee 10. Each target grabbed by Lord Syuul is pulled up to 10 squares.

  3. Dampening Grenade 2d10 + 4

    Area, Psionic, Ranged Main Action
    o 2 cube within 5 x Each enemy in the area
    ! 6 damage; the effect ends after 2 turns @ 10 damage; the effect ends at the end of Lord Syuul's next turn # 13 damage; the effect lasts until the end of the encounter
    Effect:

    Any supernatural ability used by a creature in the area has a double bane. All reactive tests made against magic or psionic effects in the area have a double edge.

  4. Mind Blown 2d10 + 4 7 Malice

    Melee, Psionic, Strike Main Action
    o Melee 1 x One grabbed enemy
    ! 12 damage @ 20 damage # 24 damage
    Effect:

    If this action reduces the target to 0 Stamina and they have a brain, their brain explodes, instantly killing them.

  5. You Come With Me

    Maneuver
    o Self x Self

    Lord Syuul can teleport up to 5 squares along with each creature and object he has grabbed. He can release grabbed creatures and objects before or after teleporting

  6. Adaptability

    Psionic Triggered Action
    o Self x Self
    Lord Syuul takes damage that has a damage type.
    Effect:

    Until the start of his next turn, Lord Syuul gains immunity 5 to the triggering damage type.

  7. Mind Over Manners

    Whenever Lord Syuul uses a psionic ability, he can do so as if he were in the space of any creature within his line of effect who he has observed using a psionic ability.

  8. See Only Me

    Area, Psionic Villain Action 1
    o 10 burst x Each enemy in the area
    Effect:

    Each target makes an Intuition test.

    ! 16 psychic damage; the target has no line of effect to any creture except Lord Syuul, and takes a bane on strikes targeting Lord Syuul (save ends) @ 13 psychic damage; the target has no line of effect to any creature except Lord Syuul (save ends) # 7 psychic damage
  9. Phantom Pain

    Psionic Villain Action 2
    o Self x Self
    Effect:

    Lord Syuul becomes invisible, can teleport up to 10 squares, and projects an illusory double within 10 squares. The double can't move or act, but Lord Syuul can use psionic abilities as if he were in its square. Whenever a creature touches or damages the double with a melee strike, they take 10 psychic damage. If Lord Syuul takes damage, his invisibility ends and the double disappears.

  10. Mindshatter 2d10 + 4

    Area, Psionic Villain Action 3
    o 5 Burst x Each creature in the area
    ! 7 psychic damage @ 13 psychic damage # 16 psychic damage
    Effect:

    Until the end of the encounter, each target has damage weakness 3.

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Lord Syuul Malice


  1. Guise 3 Malice

    1. One non-minion voiceless talker projects a psionic screen over their body, preventing other creatures from treating them as an enemy until the end of the voiceless talker's next turn.

  2. Memory Thief 5 Malice

    1. Psionic, Ranged Maneuver
      o Ranged 5
      x One creature
      2d10 + 3
    2. ! 6 psychic damage; R < 1 the target can't treat their allies as allies (save ends) @ 10 psychic damage; R < 2 the target perceives their allies as enemies (save ends) # 13 psychic damage; R < 3 the target perceives their allies as enemies (save ends)
    3. Special:

      This ability can't be used by a minion.

  3. Evolutionary Circuit 10 Malice

    1. All voiceless talkers link their minds, creating a circuit that empowers them while two or more voiceless talkers remain in the encounter. While this circuit is active, any psionic strike made by a voiceless talker deals an extra 5 damage. Additionally, when a non-minion voiceless talker takes damage, they can use a free triggered action to swap places with any voiceless talker minion on the encounter map. The minion takes the damage instead.

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