Soulraker Praetorian

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

Soulraker Praetorian

Level 7 Horde Harrier
Abyssal, Demon, Soulraker EV 9
  1. 1L Size
  2. 8 Speed
  3. 45 Stamina
  4. 0 Stability
  5. 3 Free Strike
Immunity โ€” Weakness Holy 5
Movement โ€”
  1. Might

    2
  2. Agility

    4
  3. Reason

    0
  4. Intuition

    2
  5. Presence

    0
  1. Barbed Stinger 2d10 + 4 Signature Ability

    Melee, Strike, Weapon Main Action
    o Melee 2 x One creature
    ! 7 poison damage; push 2 @ 10 poison damage; push 2 # 11 poison damage; push 4; A < 4 grabbed
    Effect:

    The praetorian can shift into each square the target leaves.

  2. Stinging Departure 2 Malice

    โ€” Triggered Action
    o Self x The triggering creature
    A creature ends the praetorian's grab.
    Effect:

    The praetorian makes a free strike against the target, breaks off part of their stinger in the target, and shifts up to half their speed. The target is bleeding until they remove the stinger fragment as a free maneuver, taking 6 damage in the process.

  3. Lethe

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

  4. Praetorian Buzzing

    Any creature who starts their turn with two or more praetorians adjacent to them takes 6 sonic damage.

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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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