High Elf Ordinator

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

High Elf Ordinator

Level 3 Leader
Fey, High Elf, Humanoid EV 20
  1. 1M Size
  2. 5 Speed
  3. 120 Stamina
  4. 0 Stability
  5. 5 Free Strike
Immunity Weakness
Movement Fly
  1. Might

    0
  2. Agility

    2
  3. Reason

    3
  4. Intuition

    2
  5. Presence

    3
  1. Lightning Rod 2d10 + 3 Signature Ability

    Magic, Ranged, Strike Main Action
    o Ranged 10 x One creature or object
    ! 9 lightning damage; R < 1 dazed (save ends) @ 14 lightning damage; R < 2 dazed (save ends) # 17 lightning damage; R < 3 dazed (save ends)
    Effect:

    Until the start of the ordinator's next turn, each ally high elf in the encounter gains an edge on ability rolls against the target.

  2. Elemental Uproar

    Area, Magic Maneuver
    o 10 Burst x Each elemental ally in the area
    Effect:

    Each target can move up to their speed or make a free strike. Elemental mote targets can, instead, use their Spark of Life trait.

  3. Summon Elemental 2 Malice

    Ranged Maneuver
    o Ranged 10 x Special
    An enemy targets the ordinator or an ally within distance with an ability.
    Effect:

    The ordinator summons four elemental motes or four soot crows into unoccupied space within distance.

    3 Malice:

    The ordinator instead summons one ceramic horse or one winded brambleguard into an unoccupied space within distance.

  4. Enough!

    Ranged Triggered Action
    o Ranged 10 x The triggering enemy
    An enemy within distance uses an ability against the ordinator or any ally within distance.
    Effect:

    The ordinator uses Lightning Rod against the target after the ability is resolved.

  5. Otherworldly Blessing

    At the start of each of their turns, the ordinator can choose one or more effects on them that can be ended by a saving throw. The effects instead end at the end of the ordinator's turn.

  6. Fountains Roar, Now Free From the Earth

    Area, Magic Villain Action 1
    o 10 burst x Each ally in the area
    Effect:

    Each target glows briefly, and can end one effect on themself then move up to their speed.

  7. And the Sun Forsook Her Children

    Area, Magic, Ranged Villain Action 2
    o 5 cube within 10 x Each enemy in the area
    Effect:

    Each target makes a Presence test.

    ! 12 corruption damage; pull 5 toward the center of the cube @ 9 corruption damage; pull 3 toward the center of the cube # Pull 1 toward the center of the cube
    Effect:

    The area turns dark and distorted, and is difficult terrain for enemies.

  8. But We Will Change Her Mind

    Area, Magic Villain Action 3
    o 10 burst x Self and each ally in the area
    Effect:

    Each target’s free strike now has the Magic keyword and can target two creatures or objects. Additionally, each high elf in the encounter glows with magic.

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Elves, High Malice


  1. Chaincast 3 Malice

    1. Until the end of the round, whenever a high elf uses a magic ability, they can use it as if they were occupying the square of another high elf on the encounter map to whom they have line of effect.

  2. Gift From an Accursed Tome 5 Malice

    1. Area, Magic Main Action
      o 5 × 1 line within 1
      x Each enemy in the area
      2d10 + 2
    2. Effect:

      The high elf chooses a damage type and condition from one of the following combinations: cold damage and slowed, poison damage and weakened, or corruption damage and frightened.

    3. ! 5 damage; R < 1 chosen condition (save ends) @ 9 damage; R < 2 chosen condition (save ends) # 12 damage; R < 3 chosen condition (save ends)
    4. Special:

      This ability can't be used by a minion.

  3. In Defiance of Time 7 Malice

    1. Until the end of the round, each high elf in the encounter gains a +4 bonus to speed, and whenever a high elf uses an ability against an enemy, each high elf adjacent to that enemy can make a free strike against them.

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