Lumbering Egress

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

Lumbering Egress

Level 6 Leader
Abyssal, Demon EV 32
  1. 3 Size
  2. 6 Speed
  3. 180 Stamina
  4. 3 Stability
  5. 7 Free Strike
Immunity Weakness Holy 5
Movement
  1. Might

    4
  2. Agility

    -1
  3. Reason

    1
  4. Intuition

    2
  5. Presence

    2
  1. Ensnarer Cannon 2d10 + 4 Signature Ability

    Magic, Ranged, Strike Main Action
    o Ranged 10 x Two creatures or objects
    ! 11 corruption damage; A < 2 restrained (save ends) @ 16 corruption damage; A < 3 restrained (save ends) # 19 corruption damage; A < 4 restrained (save ends)
    2 Malice:

    Two ensnarers appear in unoccupied spaces adjacent to each target. On a tier 3 outcome, four ensnarers appear.

  2. Demonic Egress 2 Malice

    Maneuver
    o 3 burst x Special
    Effect:

    Four level 1 demon minions (most commonly ensnarers, frenzieds, and pitlings) burst forth from the egress and appear in unoccupied spaces in the area.

    2 Malice:

    Four level 4 demon minions (most commonly orliq, grulqins, and wobalas) appear instead.

  3. Abyssal Protectors 2 Malice

    Area, Magic Triggered Action
    o 5 burst x Special
    The last ally minion on the encounter map dies, or the egress is reduced below 25 Stamina.
    Effect:

    Eight ensnarers appear anywhere in the area.

  4. End Effect

    At the end of each of their turns, the egress can take 10 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.

  5. Frenzied Deluge 2d10 + 4

    Ranged Villain Action 1
    o Ranged 10 x Three enemies
    ! 7 corruption damage @ 12 corruption damage # 15 corruption damage; two frenzieds appear in unoccupied spaces adjacent to each target
  6. Fold Space

    Ranged Villain Action 2
    o Ranged 20 x Self
    Effect:

    The egress folds into their own portal and teleports to an un occupied space within distance. Four level 4 demon minions (most commonly orliq, grulqins, and wobalas) appear in squares in the egress's former space.

  7. Blood of the Abyss 2d10 + 4

    Area, Magic Villain Action 3
    o 10 × 3 line within 1 x Each enemy and object in the area
    ! 6 corruption damage; R < 2 weakened (save ends) @ 11 corruption damage; R < 3 weakened (save ends) # 14 corruption damage; R < 4 weakened (save ends)
    Effect:

    The egress recalls and instantly destroys any minion allies on the encounter map. A torrent of churned-up minion bodies, blood, and ichor erupts from the egress, dealing an extra 1 damage for each minion destroyed this way.

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Demons Malice


  1. Soulburn 3 Malice

    1. Each demon acting this turn has a double edge on abilities.

  2. Abyssal Evolution 7 Malice

    1. A demon minion of your choice transforms into a non-minion horde demon of the same level.

  3. Abyssal Rift 7 Malice

    1. Two size 2 rifts to the Abyssal Wasteland appear at locations of your choice. Any demon can use an abyssal rift as a portal to another abyssal rift in the encounter, moving into any space in one rift and appearing immediately in any unoccupied space in the other rift. A non-demon who enters a rift for the first time in a round or starts their turn there takes corruption damage equal to the level of the highest-level demon on the encounter map. An abyssal rift is an immovable object that has 25 Stamina, damage immunity 2, and holy weakness 5. The rift closes when there are no demons remaining on the encounter map. Additionally, a creature who has the Magic or Psionics skill can make a Reason test or Intuition test as a maneuver while adjacent to a rift to destabilize and close it.

    2. ! The rift remains open and regains 5 Stamina. @ The rift remains open. # The rift closes.
  4. Abyssal Jaunt Echelon 2 3 Malice

    1. One demon acting this turn folds space around them, temporarily slipping in and out of the Abyssal Wasteland. Until the start of the demon's next turn, they ignore difficult terrain, can move through solid matter, and don't provoke opportunity attacks by moving. If the demon ends their turn inside solid matter, they are shunted out into the space from which they entered it.

  5. Seeping Blight Echelon 3 5 Malice

    1. One demon acting this turn expels blight-digested soul juice onto the ground around them in a 3 burst that lingers until the start of their next turn. Any enemy who enters the area or starts their turn there takes 6 corruption damage, and has a double bane on power rolls until the start of their next turn.

  6. Soul Flense Echelon 4 7 Malice

    1. One demon acting this turn unleashes their pent-up agony and pain on every non-demon in a 5 burst. Each target makes a Presence test.

    2. ! 10 corruption damage; the target is soul flensed @ The target is soul flensed # No effect
    3. Effect:

      The demon removes all conditions and effects on themself that can be ended by a saving throw, and transfers all those effects to each creature soul flensed this way.

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