Mindkiller

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

Mindkiller

Level 6 Elite Hexer
Horror, Voiceless Talker EV 32
  1. 1S Size
  2. 6 Speed
  3. 140 Stamina
  4. 2 Stability
  5. 7 Free Strike
Immunity Psychic 6 Weakness
Movement Fly, hover
  1. Might

    -1
  2. Agility

    3
  3. Reason

    2
  4. Intuition

    2
  5. Presence

    0
  1. Brain Latch

    The mindkiller can grab creatures who are size 4 or smaller, using their Reason score in place of Might. A creature grabbed by the mindkiller takes a bane on ability rolls made to escape the grab.

  2. Killer 2d10 + 3 Signature Ability

    Melee, Strike, Weapon Main Action
    o Melee 1 x One creature or object
    ! 11 damage @ 17 damage; A < 2 grabbed # 21 damage; A < 3 grabbed
  3. Concealing Strike 2d10 + 3 2 Malice

    Psionic, Ranged, Strike Main Action
    o Ranged 5 x Two creatures
    ! 10 damage; R < 1 the mindkiller is invisible to the target (save ends) @ 15 damage; R < 2 the mindkiller is invisible to the target (save ends) # 18 damage; R < 3 the mindkiller is invisible to the target (save ends)
  4. Mindwipe

    Melee, Psionic, Strike Maneuver
    o Melee 1 x One creature
    Effect:

    The target must be grabbed by the mindkiller. If the target has R < 2, they take a −1 penalty to their Reason, Intuition, or Presence score and the mindkiller has a +1 bonus to the same score, all until the end of the encounter.

  5. Meat Shield

    Triggered Action
    o Self x Self
    The mindkiller takes damage.
    Effect:

    The mindkiller halves the damage. If the mindkiller has a creature grabbed, that creature takes the other half of the damage.

    3 Malice:

    A grabbed creature takes the damage instead of the mindkiller

  6. Psionic Conductor

    Whenever a non-minion voiceless talker within 5 squares of the mindkiller uses a psionic ability, they can do so as if they were in the mindkiller's space.

  7. Nimble

    The mindkiller can move through enemies' spaces at their usual speed.

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Voiceless Talkers 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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