Soulraker Handmaiden

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

Soulraker Handmaiden

Level 8 Horde Ambusher
Abyssal, Demon, Soulraker EV 10
  1. 1M Size
  2. 1 Speed
  3. 50 Stamina
  4. 0 Stability
  5. 4 Free Strike
Immunity Weakness Holy 5
Movement
  1. Might

    3
  2. Agility

    0
  3. Reason

    2
  4. Intuition

    2
  5. Presence

    4
  1. Implanted Parasite

    A host creature implanted by a soulraker hivequeen's Stinging Ovipositor has no physical or mental signs of the handmaiden gestating inside the host's body.

    After 1d3 + 1 weeks of gestation, the handmaiden fully forms inside the host. The handmaiden always moves with and occupies the same space as the host and can't be separated from them. While totally within the creature, the handmaiden doesn't have line of effect to the host or targets outside the host and vice versa. As a maneuver, the handmaiden can emerge from the host as a horrifying tower of flesh and bone that remains attached to the host's insides. While emerged, the handmaiden can use a move action to make the host move up to their speed and has access to the host's signature abilities, using the host's modifiers for any power rolls. The handmaiden has the same Stability as the host. If the handmaiden or host is force moved, the other moves with them. While emerged, the handmaiden can be targeted independently of the host. The handmaiden can retreat totally within the host's body as a maneuver. If the handmaiden dies, their remains separate from the host.

    The Find a Cure downtime project in Draw Steel: Heroes can be used to find a cure that removes a handmaiden from a host. The cure kills the handmaiden when consumed.

  2. Emergent Horrors 2d10 + 4 Signature Ability

    Melee, Strike, Weapon Main Action
    o Melee 2 x One creature or object
    ! 8 corruption damage @ 11 corruption damage # 13 corruption damage; M < 4 frightened (save ends)
    Effect:

    If the handmaiden was totally within their host's body at the start of this turn, the ability deals an extra 8 damage.

  3. Lethe

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

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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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