★ Above It All
from Xorannox the Tyract (L6)
Xorannox can't be made frightened or knocked prone, and he can't be flanked.
★ Absorb Soul
from Aurumvas (L10)
Whenever any demon is reduced to 0 Stamina within 10 squares of Aurumvas, the Director gains 1 Malice. Aurumvas loses this trait while he is dazed.
★ Absorbing Scales
from Locratix the Morningstar (L6)
When Locratix takes damage of any type for which she has damage immunity, she has damage immunity 6 against the next strike made against her.
★ Abyssal Buzzing
from Soulraker Scout (L7)
Any enemy who starts their turn with two or more soulraker minions adjacent to them takes 3 sonic damage.
★ Accursed Rage
from Werewolf (L1)
The werewolf's ferocity is expressed through rage, and their abilities can inflict rage points on any enemy except a stormwight fury. A creature who starts their turn with 10 or more rage expends their rage. Then before taking their turn, they must shift up to their speed toward the nearest creature and make a melee free strike against them. A creature who takes damage from this free strike gains 1 rage. Accumulated rage disappears after a character finishes a respite.
★ Adhesive
from Angulotl Slink (L1)
The slink excretes a sticky residue into their square at the end of each of their turns. Any non-angulotl who enters or leaves the square is stuck, and must use a maneuver to break free or be restrained until the end of their turn. Objects are likewise affected, and a creature must use a maneuver to remove an object from the square.
★ Agile Predator
from Manticore (L4)
Whenever the manticore deals damage to a creature, they don't provoke opportunity attacks from that creature during that turn.
★ Agonizing Phasing
from Wraith (L4)
The wraith can move through creatures and objects at their usual speed, but can't end their turn inside a creature or object. The first time in a round that the wraith moves through a creature, that creature takes 5 corruption damage and takes a bane on their next strike. The wraith doesn't take damage from being force moved into objects.
★ Arcane Shield
from Human Storm Mage (L3)
Any melee ability targeting the storm mage takes a bane. Additionally, whenever the mage takes damage from an adjacent enemy, the enemy takes 2 lightning damage, and if they have R<1 they are pushed up to 2 squares.
★ Arise
from Ghoul (L1)
The first time the ghoul is reduced to 0 Stamina by damage that isn't fire damage or holy damage and their body isn't destroyed, they instead have 1 Stamina and fall prone.
★ Arise
from Skeleton (L1)
The first time the skeleton is reduced to 0 Stamina by damage that isn't fire damage or holy damage and their body isn't destroyed, they instead have 1 Stamina and fall prone.
★ Arise
from Soulwight (L1)
The first time the soulwight is reduced to 0 Stamina by damage that isn't fire damage or holy damage and their body isn't destroyed, they instead have 1 Stamina and fall prone.
★ Arise
from Flesh Mournling (L4)
The first time the mournling is reduced to 0 Stamina by damage that isn't fire damage or holy damage and their body isn't destroyed, they instead have 1 Stamina and fall prone.
★ Arise
from Dirt Mournling (L7)
The first time the mournling is reduced to 0 Stamina by damage that isn't fire damage or holy damage and their body isn't destroyed, they instead have 15 Stamina and fall prone.
★ Ash Clones
from War Dog Blackcap (L7)
An ash clone created by the blackcap has the blackcap's statistics but has 1 Stamina. Ash clones don't take turns in combat, but they can act when the blackcap allows them to and can move when the blackcap willingly moves.
★ Ashen Cloud
from Shieldscale Drangolin (L1)
Any ally adjacent to the drangolin has concealment.
★ Avoidance
from Lightbender (L3)
Any effect on the lightbender that would be ended by a saving throw instead ends automatically at the end of their next turn.
★ Avoidance
from Lightbender Pouncer (L3)
Any effect on the pouncer that would be ended by a saving throw instead ends automatically at the end of their next turn.
★ Banded Predator
from Striped Condor Griffon (L2)
The griffon can attempt hide even while observed. Additionally, while no enemy has line of effect to them, the griffon can attempt to hide at the end of their turn.
★ Bat Out of Hell
from Grilp (L4)
Any enemy who makes a saving throw takes a -1 penalty to the saving throw for each grilp adjacent to them.
★ Battle Ready
from Hobgoblin Death Captain (L4)
Any hidden creature who makes a strike against the death captain or any ally within 2 squares of the death captain takes a bane on the strike.
★ Beast of Burden
from Big Animal B (L2)
While riding the animal, two size 1 allies can occupy the same space.
★ Beast of Prey
from Griffon (L2)
While grabbed by the griffon, a creature has a double bane on the Escape Grab maneuver.
★ Biceps to Spare
from Hulking Brain (L6)
The hulking brain can carry up to four size 1 creatures they have grabbed, and takes no penalty to their speed while doing so.
★ Bitter Bones
from Skeleton Knight (L10)
If the knight is reduced to 0 Stamina, their bones collapse to fill their space with an impassable barrier. Any enemy who comes adjacent to the barrier for the first time in a round or starts their turn there takes 5 damage.
★ Bladed Body
from Ashen Hoarder (L4)
An adjacent enemy who grabs the ashen hoarder or uses a melee ability against them takes 3 damage.
★ Blood in the Water
from Orc Juggernaut (L3)
Whenever the juggernaut willingly moves, they can move 3 additional squares if they end their movement closer to a prone creature.
★ Bloodfire Burn
from Orc Blitzer (L1)
If the blitzer is reduced to 0 Stamina, they can make a free strike before dying.
★ Bloodfire Burn
from Orc Bloodspark (L1)
If the bloodspark is reduced to 0 Stamina, they can make a free strike before dying.
★ Bloodfire Burn
from Orc Glorifier (L1)
If the glorifier is reduced to 0 Stamina, they can make a free strike before dying.
★ Bloodfire Burn
from Orc Razor (L1)
If the razor is reduced to 0 Stamina, they can make a free strike before dying.
★ Bloodscent
from Gnoll Abyssal Archer (L2)
The abyssal archer doesn't need line of effect to use their abilities against any creature who isn't at full Stamina, as long as a size 1 opening exists between the archer and the target.
★ Bloody Feast
from Troll Butcher (L5)
Each ally within 5 squares of the butcher gains an edge on power rolls against any enemy affected by a condition.
★ Body Bank Branch Manager
from War Dog War Doc (L5)
If the war doc uses the Reconstitute war dog Malice feature, it costs 1 Malice less. Additionally, allies can treat the living war doc as a corpse when using the Reconstitute feature.
★ Bonetrops
from Decrepit Skeleton (L1)
When the decrepit skeleton is reduced to 0 Stamina, their space is difficult terrain. The first time any enemy enters this space, they take 1 damage and the effect ends.
★ Brain Latch
from Mindkiller (L6)
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.
★ Breacher
from Tyburaki (L10)
While swimming, the tyburaki can jump 5 squares as part of their movement.
★ Breaking Point
from War Dog Breaker (L7)
When the breaker would be reduced to 0 Stamina, they delay that effect as they end any conditions affecting them and immediately take a turn, regardless of whether they have already taken a turn this round. The breaker's abilities deal an extra 5 damage during this turn, at the end of which they are reduced to 0 Stamina.
★ Brittle Revenge
from Hollowbone Launcher (L4)
The hollowbone launcher explodes when they are reduced to 0 Stamina, dealing 2 damage to each adjacent creature.
★ Bu'gathic Inspiration
from Bugbear Knightmare (L8)
Any ally has a +1 bonus to power rolls, saving throws, or damage rolled as a d6 or a d3 for each knightmare adjacent to them.
★ Burn Bright
from Waxen (L7)
If the waxen takes fire damage, they ignite. While ignited, the waxen takes 4 fire damage at the start of each of their turns and their strikes deal an extra 4 fire damage.
★ Burrow Bond
from Shieldscale Drangolin (L1)
When the drangolin burrows, each adjacent size 1S or smaller ally can move with them.
★ Calcifying Presence
from Basilisk (L1)
The area within 3 squares of the basilisk is difficult terrain for enemies.
★ Call to the Wall
from Dwarf Shieldwall (L3)
Whenever a creature deals damage to or takes damage from the shieldwall, the shieldwall can make that creature taunted until the end of the creature's next turn.
★ Cannibal Queen
from Soulraker Hivequeen (L9)
At the end of their turn, the hivequeen can consume an adjacent soulraker demon to end one effect on them that can be ended by a saving throw (no action required).
★ Chain Link
from Orc Chainlock (L1)
Whenever the chainlock is force moved by a creature's melee ability, the creature is pulled the same distance toward the chainlock after the forced movement is resolved.
★ Champion's Loyalty Collar
from Iron Champion Doru (L10)
When Doru is reduced to 0 Stamina, his loyalty collar explodes, dealing 20 damage to each enemy and object within 3 squares of him.
★ Chosen of the Iron Saint
from War Dog Iron Priest (L8)
The Director gains 1 Malice whenever an ally within 3 squares of the iron priest obtains a tier 3 outcome on a power roll.
★ Churning Trunk
from Fossil Cryptic (L2)
The cryptic is constantly surrounded by a 1 aura of swirling debris that obscures their form. Ranged abilities that target the cryptic take a bane. Additionally, any enemy who enters the aura for the first time in a round or starts their turn there takes 5 damage.
★ Corruptive Phasing
from Specter (L1)
The specter can move through creatures and objects at their usual speed, but can't end their turn inside a creature or object. The first time in a round that the specter moves through a creature, that creature takes 2 corruption damage. The specter doesn't take damage from being force moved into objects.
★ Corruptive Phasing
from Umbral Stalker (L1)
The umbral stalker can move through creatures and objects at their usual speed, but can't end their turn inside a creature or object. The first time in a round that the umbral stalker moves through a creature, that creature takes 2 corruption damage. The umbral stalker doesn't take damage from being force moved into objects.
★ Corruptive Phasing
from Ghost (L1)
The ghost can move through creatures and objects at their usual speed, but can't end their turn inside a creature or object. The first time in a round that the ghost moves through a creature, that creature takes 2 corruption damage. The ghost doesn't take damage from being force moved into objects.
★ Corruptive Phasing
from Faded Echo Spirit (L7)
The spirit can move through creatures and objects at their usual speed, but can't end their turn inside a creature or object. The first time in a round that the spirit moves through a creature, that creature takes 4 corruption damage. The spirit doesn't take damage from being force moved into objects.
★ Corruptive Phasing
from Wraith Skulker (L10)
The wraith can move through creatures and objects at their usual speed, but can't end their turn inside a creature or object. The first time in a round that the wraith moves through a creature, that creature takes 5 corruption damage. The wraith doesn't take damage from being force moved into objects.
★ Crafted to Perfection
from Multivok Bodyguard (L9)
The bodyguard's shape can't be changed by any external effect.
★ Crafted to Perfection
from Multivok Chief (L9)
The chief's shape can't be changed by any external effect.
★ Crafted to Perfection
from Servok Builder (L9)
The builder's shape can't be changed by any external effect.
★ Crafted to Perfection
from Servok Miner (L9)
The miner's shape can't be changed by any external effect.
★ Crafted to Perfection
from Servok War Engine (L10)
The war engine's shape can't be changed by any external effect.
★ Crafty
from War Dog Mischievite (L5)
The mischievite doesn't provoke opportunity attacks by moving.
★ Crafty
from Goblin Runner (L1)
The runner doesn't provoke opportunity attacks by moving.
★ Crafty
from Goblin Sniper (L1)
The sniper doesn't provoke opportunity attacks by moving.
★ Crafty
from Goblin Spinecleaver (L1)
The spinecleaver doesn't provoke opportunity attacks by moving.
★ Crafty
from Goblin Assassin (L1)
The assassin doesn't provoke opportunity attacks by moving.
★ Crafty
from Goblin Cursespitter (L1)
The cursespitter doesn't provoke opportunity attacks by moving.
★ Crafty
from Goblin Stinker (L1)
The stinker doesn't provoke opportunity attacks by moving.
★ Crafty
from Goblin Underboss (L1)
The underboss doesn't provoke opportunity attacks by moving.
★ Crafty
from Goblin Warrior (L1)
The warrior doesn't provoke opportunity attacks by moving.
★ Crafty
from Goblin Monarch (L1)
The monarch doesn't provoke opportunity attacks by moving.
★ Crash and Burn
from Logostician Vesper (L10)
When Vesper is reduced to 0 Stamina, they move up to their speed and explode, dealing 4d6 damage to each adjacent enemy and object. Any enemy who takes more than 14 damage this way vertically slides 5 squares.
★ Crush Underfoot
from Frost Giant Wind Sprinter (L8)
The wind sprinter can move through enemies' spaces at their usual speed. The first time on a turn that a wind sprinter enters a creature's space, that creature can choose to fall prone or to take 8 damage.
★ Cunning Edge
from Medusa (L5)
The medusa gains an edge on power rolls against any creature who is restrained or slowed by Petrify.
★ Cupola
from Servitor War Walker (L1)
While riding the war walker, three size 1 allies can occupy the same space.
★ Cursed Transference
from Mummy Lord (L4)
At the end of each of their turns, the mummy lord 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 Malice: The effect that is ended is transferred to another creature within 10 squares.
★ Death Circle
from Gnoll Mage Mauler (L2)
Whenever a non-minion ally within 5 squares of the mage mauler is reduced to 0 Stamina, the mage mauler can move up to their speed.
★ Death Circle
from Gnoll Chainflail (L2)
Whenever a non-minion ally within 5 squares of the chainflail is reduced to 0 Stamina, the chainflail can move up to their speed.
★ Death Circle
from Gnoll Wildling (L2)
Whenever a non-minion ally within 7 squares of the wildling is reduced to 0 Stamina, the wildling can move up to their speed.
★ Death Frenzy
from Gnoll Abyssal Summoner (L2)
Whenever a non-minion ally within 5 squares of the abyssal summoner is reduced to 0 Stamina, the abyssal summoner moves up to their speed and can make a melee free strike.
★ Death Frenzy
from Gnoll Bonesplitter (L2)
Whenever a non-minion ally within 5 squares of the bonesplitter is reduced to 0 Stamina, the bonesplitter moves up to their speed and can make a melee free strike.
★ Death Frenzy
from Gnoll Cackler (L2)
Whenever a non-minion ally within 5 squares of the cackler is reduced to 0 Stamina, the cackler moves up to their speed and can make a melee free strike.
★ Death Frenzy
from Gnoll Marauder (L2)
Whenever a non-minion ally within 7 squares of the marauder is reduced to 0 Stamina, the marauder moves up to their speed and can make a melee free strike.
★ Death Grasp
from Rotting Zombie (L1)
When the rotting zombie is reduced to 0 Stamina, their space is difficult terrain. The first time any enemy who has M<2 enters this space, they are slowed (save ends) and the effect ends.
★ Death Rampage
from Gnoll Carnage (L2)
Whenever a non-minion ally within 5 squares of the carnage is reduced to 0 Stamina, the carnage can move up to their speed, then can either make a melee free strike against two creatures or use Shrapnel Whip against one creature.
★ Death Snap
from Abyssal Hyena (L2)
When the abyssal hyena is reduced to 0 Stamina, they can make a melee free strike before dying.
★ Defiant Anger
from Ogre Goon (L2)
While winded, the goon has damage immunity 2.
★ Defiant Anger
from Ogre Juggernaut (L2)
While winded, the juggernaut has damage immunity 2.
★ Defiant Anger
from Ogre Blue Blood (L7)
While winded, the blue blood has damage immunity 2.
★ Despair, You Who Face Death
from Hobgoblin War Mage (L5)
Any enemy within 2 squares of the war mage has a -2 penalty to saving throws.
★ Destructive Path
from Ogre Juggernaut (L2)
The juggernaut automatically destroys any mundane size 1 objects in their path when they move or are forced moved. They can break through any mundane wall made of wood, stone, or a similarly sturdy material this way as long as the wall is 2 squares thick or less.
★ Destructive Path
from Hill Giant Clobberer (L7)
The clobberer automatically destroys any mundane size 1 objects in their path when they move or are force moved. They can break through any mundane wall made of wood, stone, or a similarly sturdy material this way as long as the wall is 2 squares thick or less.
★ Devastate
from Rival Fury (4th Echelon) (L10)
Once per turn, when the fury force moves a creature or object, or shifts adjacent to a creature or object, they can use a signature ability against that creature or object that has a double edge.
★ Devour Magic
from Lithgekh (L10)
Each ally within 10 squares of the lithgekh gains an edge on magic abilities.
★ Disorganized
from Crawling Claw (L1)
Allies can't flank with the crawling claw.
★ Distant Death Frenzy
from Gnoll Abyssal Archer (L2)
Whenever a non-minion ally within 5 squares of the abyssal archer is reduced to 0 Stamina, the abyssal archer can make a ranged free strike.
★ Distracted
from Hill Giant Mosstooth (L7)
Whenever the mosstooth targets a creature or object with an ability, any enemy within distance of the ability can use a free triggered action to distract the mosstooth. The mosstooth targets that enemy instead.
★ Distracted
from Hill Giant Clobberer (L7)
Whenever the clobberer targets a creature or object with an ability, any enemy within distance of the ability can use a free triggered action to distract the clobberer. The clobberer targets that enemy instead.
★ Doom Magnet
from War Dog Doomthief (L5)
The doomthief emits a 3 aura of warped fate that blocks line of effect for any enemy ability that doesn't include them as a target.
★ Drag Below
from Slaughter Demon (L4)
The slaughter demon can make a free strike as part of using the Dig maneuver. If the target of the free strike has M<2, they are grabbed and take a bane on the Escape Grab maneuver.
★ Drop Troop
from War Dog Blood Jumper (L10)
If the jumper doesn't end their turn on the ground, they fall prone.
★ Duplicating Loyalty Collar
from War Dog Blackcap (L7)
When the blackcap or any of their ash clones is reduced to 0 Stamina, that creature's loyalty collar explodes, dealing 3d6 poison damage to each adjacent enemy and object. If any adjacent enemy has A<3 they are also weakened (save ends).
★ Dust Cloud
from War Dog Geomancer (L8)
The geomancer is always surrounded by a 2 aura of swirling dust and earthen debris. The geomancer and any ally in the area have concealment.
★ Earthwalk
from Arixx (L1)
Difficult terrain composed of earth or loose rock doesn't cost the arixx extra movement.
★ Eight-Eyed Sight
from War Dog Arachnite (L6)
At the start of each of their turns, the arachnite automatically knows the location of each hidden creature within 10 squares of them.
★ Elemental Affinity
from Orc Eye of Grole (L1)
The eye has an affinity for one of the following damage types: cold, fire, or lightning. The chosen type determines the eye's damage immunity and the damage dealt by their abilities.
★ End Effect
from Gnoll Carnage (L2)
At the end of each of their turns, the carnage can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
★ End Effect
from Hobgoblin Bloodlord (L6)
At the end of each of their turns, the bloodlord 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.
★ End Effect
from Human Blackguard (L1)
At the end of each of their turns, the blackguard can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
★ End Effect
from Human Bandit Chief (L3)
At the end of each of their turns, the bandit chief can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
★ End Effect
from Kobold Centurion (L1)
At the end of each of their turns, the centurion can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
★ End Effect
from Orc Warleader (L3)
At the end of each of their turns, the warleader can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
★ End Effect
from Radenwight Maestro (L1)
At the end of each of their turns, the maestro can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
★ End Effect
from Time Raider Tyrannis (L3)
At the end of each of their turns, the tyrannis can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
★ End Effect
from Voiceless Talker Evolutionist (L6)
At the end of each of their turns, the evolutionist 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.
★ End Effect
from War Dog Ground Commander (L3)
At the end of each of their turns, the ground commander can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
★ End Effect
from War Dog Tetrarch (L6)
At the end of each of their turns, the tetrarch 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.
★ End Effect
from War Dog Taxiarch (L9)
At the end of each of their turns, the taxiarch can take 15 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
★ End Effect
from Strategos Alkestis (L10)
At the end of each of her turns, Alkestis can take 20 damage to end one effect on her that can be ended by a saving throw. This damage can't be reduced in any way.
★ End Effect
from Goblin Monarch (L1)
At the end of each of their turns, the monarch can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
★ End Effect
from Chorogaunt (L3)
At the end of each of their turns, the chorogaunt can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
★ End Effect
from Lumbering Egress (L6)
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.
★ End Effect
from Devil High Judge (L6)
At the end of each of their turns, the high judge 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.
★ End Effect
from Dorzinuth the Base (L6)
At the end of each of his turns, Dorzinuth can take 10 damage to end one effect on him that can be ended by a saving throw. This damage can't be reduced in any way.
★ End Effect
from Dwarf Marauder Lord (L3)
At the end of each of their turns, the marauder lord can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
★ End Effect
from Shadow Elf Eclipse (L6)
At the end of each of their turns, the eclipse 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.
★ Endless Hunger
from Gnoll Carnage (L2)
If the carnage is reduced to 0 Stamina while there are still gnolls on the encounter map, one gnoll on the map is transformed into a gnoll carnage, keeping their current Stamina.
★ Endless Knight
from Zombie (L1)
The first time the zombie is reduced to 0 Stamina by damage that isn't fire damage or holy damage and their body isn't destroyed, they instead have 10 Stamina and fall prone.
★ Endless Knight
from Giant Zombie (L4)
The first time the giant zombie is reduced to 0 Stamina by damage that isn't fire damage or holy damage and their body isn't destroyed, they instead have 50 Stamina and fall prone.
★ Energy Conservation
from Rival Null (4th Echelon) (L10)
The first time each round that the null is targeted by a strike, it takes a bane and the null halves the damage from it. The creature making the strike takes 10 damage.
★ Engulfing Sack
from Shambling Mound (L5)
The shambling mound has a vegetative sack on their body where they carry engulfed creatures. The sack has 30 Stamina, damage immunity 5, and fire weakness 10. Destroying the sack frees creatures trapped by the shambling mound's Engulf ability. The shambling mound regrows a destroyed sack at the start of their next turn.
★ Escort the Prisoners
from Dwarf Warden (L2)
Whenever the warden moves, they can carry an adjacent restrained enemy as if the enemy were grabbed by them.
★ Essence of Smoke
from Hobgoblin Smokebinder (L5)
The smokebinder can move through spaces as if they were size 1T and can occupy another creature or object's space. At the end of their turn, the smokebinder can attempt to hide if they haven't taken any damage since their last turn.
★ Ever So Hungry
from Ghoul Craver (L4)
Any enemy adjacent to three or more ghoul cravers can't shift.
★ Excessive Anger
from Ogre Tantrum (L7)
While winded, the tantrum has damage immunity 3 and speed 8.
★ Exhale
from Koptourok (L7)
The first time the koptourok is made winded by damage that isn't fire damage or holy damage, each enemy within 3 squares of them takes 5 corruption damage. Any enemy who takes this damage and has M<3 is also weakened (save ends).
★ Exploit Opening
from Rival Shadow (1st Echelon) (L2)
The shadow deals an extra 5 damage to any bleeding target.
★ Exploit Opening
from Rival Shadow (2nd Echelon) (L5)
The shadow deals an extra 7 damage to any bleeding target.
★ Exploit Weakness
from Rival Shadow (3rd Echelon) (L8)
The shadow deals an extra 9 damage to any target affected by a condition.
★ Exploit Weakness
from Rival Shadow (4th Echelon) (L10)
The shadow deals an extra 10 damage to any target affected by a condition.
★ Eyes of the Tyract
from Xorannox the Tyract (L6)
Six unique eyestalks float around Xorannox, acting on his turn at his command until they are reduced to 0 Stamina. On each of Xorannox's turns, he directs one eyestalk to move and use a signature ability.
★ Face in the Crowd
from War Dog Hypokrite (L4)
The hypokrite is invisible adjacent to any ally who isn't hidden, and they can attempt to hide even while observed. Whenever they use the Hide maneuver, the hypokrite can disguise themself as another creature within line of effect.
★ False Appearance
from Shambling Mound (L5)
While the shambling mound remains motionless, they are indistinguishable from ordinary vegetation.
★ Fickle and Free
from Crux of Fire (L3)
The crux can't be restrained, slowed, or knocked prone, and they ignore difficult terrain.
★ Fickle and Free
from Essence of Storms (L3)
The essence can't be restrained, slowed, or knocked prone, and they ignore difficult terrain.
★ Fickle and Free
from Field of Growth (L5)
The field can't be restrained, slowed, or knocked prone, and they ignore difficult terrain.
★ Fickle and Free
from Force of Earth (L3)
The force can't be restrained, slowed, or knocked prone, and they ignore difficult terrain.
★ Fleshfused Spines
from Fleshflayed Shambler Zombie (L4)
Any adjacent enemy who grabs the fleshflayed shambler or uses a melee ability against them takes 2 damage.
★ Flighty
from Locratix the Morningstar (L6)
When Locratix deals rolled damage to an enemy, that enemy can't use Locratix as the trigger for any of their triggered actions until the start of Locratix's next turn.
★ Force Dampener
from Rival Null (3rd Echelon) (L8)
The first time each round that the null is targeted by a strike, it takes a bane and the null halves any damage from it.
★ Foresight
from Time Raider Archon (L3)
The archon doesn't take a bane on strikes against creatures with concealment.
★ Foresight
from Time Raider Myriad (L3)
The myriad doesn't take a bane on strikes against creatures with concealment.
★ Foresight
from Time Raider Armiger (L3)
The armiger doesn't take a bane on strikes against creatures with concealment.
★ Foresight
from Time Raider Helix (L3)
The helix doesn't take a bane on strikes against creatures with concealment.
★ Foresight
from Time Raider Hijack (L3)
The hijack doesn't take a bane on strikes against creatures with concealment.
★ Foresight
from Time Raider Mind Punk (L3)
The mind punk doesn't take a bane on strikes against creatures with concealment.
★ Foresight
from Time Raider Nemesis (L3)
The nemesis doesn't take a bane on strikes against creatures with concealment.
★ Foresight
from Time Raider Vertex (L3)
The vertex doesn't take a bane on strikes against creatures with concealment.
★ Foresight
from Time Raider Tyrannis (L3)
The tyrannis doesn't take a bane on strikes against creatures with concealment.
★ Foresight Squared
from Time Raider Cannonfall (L3)
The cannonfall doesn't take a bane on strikes against creatures with concealment and cover.
★ Frothing Flora
from Shambling Mound (L5)
The area within 6 squares of the shambling mound is difficult terrain.
★ Gelatinosis
from Olothec (L6)
A creature permanently devolves into a slime servant if they spend 1 continuous minute weakened by Devolving Tentacles, they are reduced to 0 Stamina by the psychic damage from Devolving Tentacles, or they suffer all three transformations from Oozing Transformation.
★ Glare of Undeath
from Lich (L10)
At the start of each round, the lich chooses a creature within 10 squares. If that creature has R<4 they are restrained until the end of the lich's next turn. The lich can't choose the same creature two rounds in a row.
★ Glider
from Lizardfolk Skyterror (L1)
Whenever the skyterror moves 2 or more squares along the ground or falls 2 or more squares, they can fly until the end of their next turn.
★ Grave Ward
from Count Rhodar von Glauer (L10)
Rhodar has damage immunity 5. If he takes holy damage, he loses this immunity until the end of the round.
★ Ground Grinder
from Mohler (L1)
The mohler can use the Dig maneuver at the start of the encounter. Additionally, while the mohler burrows within 1 square below the ground, the ground above where they burrow is difficult terrain.
★ Group Appetite
from Troll Crack Trooper (L9)
The crack trooper dies only if their squad's Stamina pool is reduced to 0 Stamina by acid or fire damage, if they end their turn with 0 Stamina in their squad's Stamina pool, or if they take acid or fire damage while their squad's Stamina pool is at 0 Stamina.
★ Group Appetite
from Troll Ravager (L9)
The ravager dies only if their squad's Stamina pool is reduced to 0 Stamina by acid or fire damage, if they end their turn with 0 Stamina in their squad's Stamina pool, or if they take acid or fire damage while their squad's Stamina pool is at 0 Stamina.
★ Gymratstics
from Radenwight Ratcrobat (L1)
The ratcrobat gains an edge on strikes against larger creatures.
★ Heady or Not
from Bredbeddle (L3)
While headless, the bredbeddle can move into a space containing a severed head and attach it to their neck as a maneuver. Doing so physically transforms the bredbeddle, who takes on the appearance, size, weight, and stability of the head's original owner. If the bredbeddle takes the form of a creature of size 1L or smaller, the distance of their melee and burst area abilities decreases by 1. These effects last until the bredbeddle is killed or beheaded, or until the head falls off after 24 hours. A head that falls this way can no longer be attached to this bredbeddle.
A creature must succeed on a hard Might test made as a maneuver to rip a head off the bredbeddle. If they fail, the bredbeddle can make a free strike against them.
★ Healing Heat
from Fire Giant Lightbearer (L9)
Any fire giant targeted by the lightbearer's damage-dealing abilities ignores the damage and instead regains Stamina equal to the damage that would have been dealt. If the lightbearer moves a fire giant using an ability, they can choose to ignore stability.
★ Hellfire
from Devil Jurist (L5)
Fire damage dealt by the jurist ignores damage immunity.
★ Hellish Bailiff
from Devil Legate (L5)
The legate has damage immunity 3 while in one of the Seven Cities of Hell or within 10 squares of a non-minion devil who is a higher level than them.
★ Herald of Oblivion
from Lich (L10)
In the lich's presence, death's call is stronger. Any winded creature within 5 squares of the lich is bleeding and can't use the Catch Breath maneuver.
★ Hive Soulsight
from Soulraker Hivequeen (L9)
Any creature within 2 squares of a soulraker demon within 100 miles of the hivequeen can't be hidden from the hivequeen. The hivequeen has line of effect to such creatures.
★ Hold the Line
from Castellan Hoplon (L10)
Each ally within 3 squares of Hoplon has cover and damage immunity 2.
★ Horrid Stench
from Pitling (L1)
Any enemy who has three or more pitlings within 2 squares of them can't regain Stamina.
★ Hot to Go
from Hobgoblin Firerunner (L5)
Whenever the firerunner takes fire damage for the first time in a round, their speed and the size of the wall they can create with Blazing Trail increases by 4 until the end of their next turn.
★ Hunger
from Ghoul (L1)
When the ghoul uses the Charge main action, they gain a +2 bonus to speed until the end of their turn.
★ Hunger
from Ghoul Craver (L4)
When the ghoul craver uses the Charge main action, they gain a +2 bonus to speed until the end of their turn.
★ Hyper-Regeneration
from Troll Limbjumble (L5)
At the start of the limbjumble's squad's turns, the squad's Stamina pool increases as if each limbjumble were at full Stamina.
★ I'm Your Enemy
from Human Knave (L2)
Whenever an adjacent creature the knave has taunted deals damage to a creature other than the knave, the knave can make a free strike against them.
★ Immortal Soul
from Soulbinder Psyche (L10)
When Psyche is reduced to 0 Stamina, her spirit surrounds the nearest war dog, who has damage immunity 2, deals an extra 5 damage on strikes, and can use the Immortal Flare maneuver until the end of the encounter. That war dog also gains the Immortal Soul trait, and transfers this effect to the nearest war dog when they die.
★ Immutable Form
from Flesh Mournling (L4)
The mournling's shape can't be changed by any external effect.
★ Implanted Parasite
from Soulraker Handmaiden (L8)
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 inside 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 does, 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.
★ Imposing Energy
from Orliq (L4)
Any enemy who starts their turn with two or more orliq adjacent to them is slowed (EoT).
★ In My Stead
from Ogre Blue Blood (L7)
Whenever the blue blood would make a free strike, an ally within 5 squares can make a free strike instead.
★ Indirect Fire
from Dwarf Launcher (L2)
The launcher ignores concealment and cover, and doesn't need line of effect to use their abilities as long as a size 1 opening exists between the dwarf and the target.
★ Inertial Shield
from Rival Null (1st Echelon) (L2)
The first time each round that the null is targeted by a damage-dealing strike, they halve the damage.
★ Infernal Ichor
from Hobgoblin Brandbearer (L4)
When the brandbearer is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the brandbearer takes 2 fire damage.
★ Infernal Ichor
from Hobgoblin Recruit (L4)
When the recruit is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the recruit takes 2 fire damage.
★ Infernal Ichor
from Hobgoblin Lancer (L4)
When the lancer is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the lancer takes 2 fire damage.
★ Infernal Ichor
from Hobgoblin Burning Witch (L4)
When the burning witch is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the burning witch takes 3 fire damage.
★ Infernal Ichor
from Hobgoblin Death Captain (L4)
When the death captain is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the death captain takes 3 fire damage.
★ Infernal Ichor
from Hobgoblin Hell Trooper (L4)
When the trooper is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the trooper takes 3 fire damage.
★ Infernal Ichor
from Hobgoblin Firerunner (L5)
When the firerunner is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the firerunner takes 3 fire damage.
★ Infernal Ichor
from Hobgoblin Incendiarist (L5)
When the incendiarist is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the incendiarist takes 3 fire damage.
★ Infernal Ichor
from Hobgoblin Smokebinder (L5)
When the smokebinder is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the smokebinder takes 3 fire damage.
★ Infernal Ichor
from Hobgoblin Grandguard (L6)
When the grandguard is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the grandguard takes 3 fire damage.
★ Infernal Ichor
from Hobgoblin Redglare (L6)
When the redglare is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the redglare takes 3 fire damage.
★ Infernal Ichor
from Hobgoblin War Mage (L5)
When the war mage is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the war mage takes 3 fire damage.
★ Infernal Ichor
from Hobgoblin Bloodlord (L6)
When the bloodlord is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the bloodlord takes 3 fire damage.
★ Insatiable Appetite
from Troll Glutton (L5)
Once per turn, the glutton can use the Charge main action as a free maneuver if they target a winded creature.
★ Into the Green
from Wode Elf Scout (L1)
The scout can attempt to hide at the end of each of their turns.
★ Into the Green
from Wode Elf Guerrilla (L3)
The guerrilla can attempt to hide at the end of each of their turns.
★ Into the Green
from Wode Elf Warleader (L3)
The warleader can attempt to hide at the end of each of their turns.
★ Invisible Horror
from Haunt (L7)
The haunt can move through creatures and objects at their usual speed, but can't end their turn inside a creature or object. They are invisible while moving using a move action. The haunt doesn't take damage from being force moved into objects.
★ Iron Juggernaut
from Iron Champion Doru (L10)
Doru can't be made slowed or restrained. Additionally, he can move while grabbed, and a creature grabbing him moves along with him unless he lets go.
★ Jetwing Agility
from War Dog Aerocite (L8)
If the aerocite moves 5 or more squares on their turn, strikes made against them take a bane until the start of their next turn.
★ Kindlestep
from Hobgoblin Firerunner (L5)
The firerunner ignores difficult terrain.
★ Kingdom of Isolation
from Frost Giant Storm Hurler (L8)
The storm hurler is surrounded by a snowstorm. Any enemy who starts their turn within 2 squares of the storm hurler can't shift.
★ Kingdom of Isolation
from Frost Giant Wind Sprinter (L8)
The wind sprinter is surrounded by a snowstorm. Any enemy who starts their turn within 2 squares of the wind sprinter can't shift.
★ Kingdom of Isolation
from Frost Giant Snowblaster (L8)
The snowblaster is surrounded by a snowstorm. Any enemy who starts their turn within 2 squares of the snowblaster can't shift.
★ Kuran'zoi Heraldry
from Time Raider Armiger (L3)
Any time raider who starts their turn with line of effect to the armiger can end one condition affecting them.
★ Last Stand
from Castellan Hoplon (L10)
The first time in an encounter that Hoplon is reduced to 0 Stamina, he instead has 1 Stamina and gains damage immunity 10 until the end of his next turn. When Hoplon is reduced to 0 Stamina again, each ally within 5 squares of him gains damage immunity 3 and deals an extra 5 damage on strikes, all until the end of the encounter.
★ Leading
from Devil Magistrate (L6)
Whenever the magistrate moves away from an enemy who is adjacent to one of the magistrate's allies, they can shift instead.
★ Lethe
from Ruinant (L1)
While the ruinant is winded, they gain an edge on strikes, and any strike made against them gains an edge.
★ Lethe
from Torlas (L1)
While the torlas is winded, they gain an edge on strikes, and any strike made against them gains an edge.
★ Lethe
from Bendrak (L2)
While the bendrak is winded, they gain an edge on strikes, and any strike made against them gains an edge.
★ Lethe
from Remasch (L2)
While the remasch is winded, they gain an edge on strikes, and any strike made against them gains an edge.
★ Lethe
from Muceron (L3)
While the muceron is winded, they gain an edge on strikes, and any strike made against them gains an edge.
★ Lethe
from Chorogaunt (L3)
While the chorogaunt is winded, they gain an edge on strikes, and any strike made against them gains an edge.
★ Lethe
from Fangling (L4)
While the fangling is winded, they gain an edge on strikes, and any strike made against them gains an edge.
★ Lethe
from Gunge (L4)
While the gunge is winded, they gain an edge on strikes, and any strike made against them gains an edge.
★ Lethe
from Bale Eye (L5)
While the bale eye is winded, they gain an edge on strikes, and any strike made against them gains an edge.
★ Lethe
from Fiktin (L5)
While the fiktin is winded, they gain an edge on strikes, and any strike made against them gains an edge.
★ Lethe
from Tormenauk (L6)
While the tormenauk is winded, they gain an edge on strikes, and any strike made against them gains an edge.
★ Lethe
from Soulraker Praetorian (L7)
While the praetorian is winded, they gain an edge on strikes, and any strike made against them gains an edge.
★ Lethe
from Soulraker Handmaiden (L8)
While the handmaiden is winded, they gain an edge on strikes, and any strike made against them gains an edge.
★ Lethe
from Blight Phage (L7)
While the blight phage is winded, they gain an edge on strikes, and any strike made against them gains an edge.
★ Lethe
from Styrich (L8)
While the styrich is winded, they gain an edge on strikes, and any strike made against them gains an edge.
★ Lethe
from Chimeron (L9)
While the chimeron is winded, they gain an edge on strikes, and any strike made against them gains an edge.
★ Lethe
from Izyak (L10)
While the izyak is winded, they gain an edge on strikes, and any strike made against them gains an edge.
★ Lethe
from Vicisitator (L10)
While the vicisitator is winded, they gain an edge on strikes, and any strike made against them gains an edge.
★ Lethe
from Tusker Demon (L2)
While the tusker demon is winded, they gain an edge on strikes, and any strike made against them gains an edge.
★ Lethe
from Slaughter Demon (L4)
While the slaughter demon is winded, they gain an edge on strikes, and any strike made against them gains an edge.
★ Like the Wind
from High Elf Zephyr (L1)
The zephyr doesn't provoke opportunity attacks by moving.
★ Limited Vision
from Cyclops (L10)
The cyclops has line of effect only within 3 squares. Whenever the cyclops takes damage from a ranged ability, they can move up to 3 squares toward the source of the damage.
★ Lingering Hunger
from Troll Whelp (L5)
Whenever two or more whelps are simultaneously reduced to 0 Stamina by damage that isn't acid or fire damage, half of those whelps become troll limbjumbles with 4 Stamina.
★ Living Logistics Network
from Logostician Vesper (L10)
Each ally who starts their turn within 10 squares of Vesper can teleport whenever they willingly move until the end of their turn. Whenever an affected ally teleports, they deal an extra 5 damage on their next strike.
★ Lockdown
from Radenwight Bruxer (L1)
Any enemy who shifts adjacent to the bruxer has that shift end. Additionally, any enemy adjacent to the bruxer can't shift.
★ Locked On
from Voiceless Talker Artillerist (L6)
The artillerist ignores invisibility, cover, and concealment. A creature can't hide from the artillerist while the artillerist has line of effect to them.
★ Lord's Bloodthirst
from Vampire Lord (L7)
The vampire has speed 15 and an edge on power rolls while any creature within 20 squares of them is bleeding. Any bleeding creature within 5 squares of the vampire can't hide.
★ Lord's Bloodthirst
from Count Rhodar von Glauer (L10)
Rhodar has speed 15 and an edge on power rolls while any creature within 20 squares of them is bleeding. Any bleeding creature within 10 squares of Rhodar can't hide.
★ Lost in the Crowd
from Kobold Venator (L1)
While the venator is adjacent to any ally who is not hiding, the venator can attempt to hide as if they had concealment, even if observed.
★ Loyalty Collar
from War Dog Conscript (L1)
When the conscript is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d3 damage to each adjacent enemy and object.
★ Loyalty Collar
from War Dog Commando (L1)
When the commando is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d3 damage to each adjacent enemy and object.
★ Loyalty Collar
from War Dog Sharpshooter (L1)
When the sharpshooter is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d3 damage to each adjacent enemy and object.
★ Loyalty Collar
from War Dog Tetherite (L1)
When the tetherite is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d3 damage to each adjacent enemy and object.
★ Loyalty Collar
from War Dog Amalgamite (L2)
When the amalgamite is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each adjacent enemy and object.
★ Loyalty Collar
from War Dog Crucibite (L1)
When the crucibite is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each adjacent enemy and object.
★ Loyalty Collar
from War Dog Eviscerite (L1)
When the eviscerite is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each adjacent enemy and object.
★ Loyalty Collar
from War Dog Neuronite (L1)
When the neuronite is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each adjacent enemy and object.
★ Loyalty Collar
from War Dog Pestilite (L3)
When the pestilite is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each adjacent enemy and object.
★ Loyalty Collar
from War Dog Phosphorite (L2)
When the phosphorite is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each adjacent enemy and object.
★ Loyalty Collar
from War Dog Subcommander (L2)
When the subcommander is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each adjacent enemy and object.
★ Loyalty Collar
from War Dog Teletalite (L1)
When the teletalite is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each adjacent enemy and object.
★ Loyalty Collar
from War Dog Ground Commander (L3)
When the ground commander is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.
★ Loyalty Collar
from War Dog Sparkslinger (L4)
When the sparkslinger is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each adjacent enemy and object.
★ Loyalty Collar
from War Dog War Frog (L4)
When the war frog is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each adjacent enemy and object.
★ Loyalty Collar
from War Dog Arachnite (L6)
When the arachnite is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.
★ Loyalty Collar
from War Dog Doomthief (L5)
When the doomthief is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.
★ Loyalty Collar
from War Dog Equivite (L4)
When the equivite is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.
★ Loyalty Collar
from War Dog Hypokrite (L4)
When the hypokrite is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.
★ Loyalty Collar
from War Dog Mischievite (L5)
When the mischievite is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.
★ Loyalty Collar
from War Dog Thanatite (L6)
When the thanatite is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.
★ Loyalty Collar
from War Dog Tormentite (L5)
When the tormentite is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.
★ Loyalty Collar
from War Dog War Doc (L5)
When the war doc is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.
★ Loyalty Collar
from War Dog Draconite (L7)
When the draconite is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.
★ Loyalty Collar
from War Dog Saboteur (L7)
When the saboteur is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.
★ Loyalty Collar
from War Dog Shriketroop (L7)
When the shriketroop is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.
★ Loyalty Collar
from War Dog Aerocite (L8)
When the aerocite is reduced to 0 Stamina, their loyalty collar explodes, dealing 3d6 damage to each adjacent enemy and object.
★ Loyalty Collar
from War Dog Ballistite (L8)
When the ballistite is reduced to 0 Stamina, their loyalty collar explodes, dealing 3d6 damage to each adjacent enemy and object.
★ Loyalty Collar
from War Dog Firestarter (L8)
When the firestarter is reduced to 0 Stamina, their loyalty collar explodes, dealing 3d6 damage to each adjacent enemy and object.
★ Loyalty Collar
from War Dog Geomancer (L8)
When the geomancer is reduced to 0 Stamina, their loyalty collar explodes, dealing 3d6 damage to each adjacent enemy and object.
★ Loyalty Collar
from War Dog Iron Priest (L8)
When the iron priest is reduced to 0 Stamina, their loyalty collar explodes, dealing 3d6 damage to each adjacent enemy and object.
★ Loyalty Collar
from War Dog Breaker (L7)
When the breaker is reduced to 0 Stamina, their loyalty collar explodes, dealing 3d6 damage to each adjacent enemy and object.
★ Loyalty Collar
from War Dog Blood Jumper (L10)
When the jumper is reduced to 0 Stamina, their loyalty collar explodes, dealing 3d6 damage to each adjacent enemy and object.
★ Loyalty Collar
from War Dog Hunter-Killer (L10)
When the hunter-killer is reduced to 0 Stamina, their loyalty collar explodes, dealing 3d6 damage to each adjacent enemy and object.
★ Loyalty Collar
from War Dog Socialite (L10)
When the socialite is reduced to 0 Stamina, their loyalty collar explodes, dealing 3d6 damage to each adjacent enemy and object.
★ Made of Teeth
from Fangling (L4)
Whenever an adjacent enemy grabs the fangling or uses a melee ability against them, they take 2 damage.
★ Magic Terror
from Bugbear Knightmare (L8)
Each enemy has a -1 penalty to power rolls, saving throws, or damage rolled as a d6 or a d3 for each knightmare adjacent to them.
★ Many Peering Eyes
from Medusa (L5)
The medusa can't be flanked.
★ Masking Glamor
from Wode Elf Lookout (L1)
Abilities targeting the lookout that would take a bane from cover or concealment have a double bane instead.
★ Masking Glamor
from Wode Elf Scout (L1)
Abilities targeting the scout that would take a bane from cover or concealment have a double bane instead.
★ Masking Glamor
from Wode Elf Runner (L1)
Abilities targeting the runner that would take a bane from cover or concealment have a double bane instead.
★ Masking Glamor
from Wode Elf Yeoman (L1)
Abilities targeting the yeoman that would take a bane from cover or concealment have a double bane instead.
★ Masking Glamor
from Wode Elf Green Seer (L1)
Abilities targeting the green seer that would take a bane from cover or concealment have a double bane instead.
★ Masking Glamor
from Wode Elf Greenskeeper (L1)
Abilities targeting the greenskeeper that would take a bane from cover or concealment have a double bane instead.
★ Masking Glamor
from Wode Elf Sentry (L1)
Abilities targeting the sentry that would take a bane from cover or concealment have a double bane instead.
★ Masking Glamor
from Wode Elf Chirurgeon (L2)
Abilities targeting the chirurgeon that would take a bane from cover or concealment have a double bane instead.
★ Masking Glamor
from Wode Elf Druid (L2)
Abilities targeting the druid that would take a bane from cover or concealment have a double bane instead.
★ Masking Glamor
from Wode Elf Guerrilla (L3)
Abilities targeting the guerrilla that would take a bane from cover or concealment have a double bane instead.
★ Masking Glamor
from Wode Elf Gweiadur (L3)
Abilities targeting the gweiadur that would take a bane from cover or concealment have a double bane instead.
★ Masking Glamor
from Wode Elf Warleader (L3)
Abilities targeting the warleader that would take a bane from cover or concealment have a double bane instead.
★ Meat Shield
from Giant Shambler Zombie (L10)
Each ally adjacent to the shambler has damage immunity 3.
★ Mind Over Manners
from Lord Syuul (L6)
Whenever Lord Syuul uses a psionic ability, he can do so as if he were in the space of any creature within his line of effect who he has observed using a psionic ability.
★ Minotaur Sense
from Minotaur (L3)
The minotaur can't obtain less than a tier 2 outcome when making tests to navigate, search, or seek.
★ Minotaur Sense
from Minotaur Sunderer (L3)
The sunderer can't obtain less than a tier 2 outcome when making tests to navigate, search, or seek.
★ Minotaur Sense
from Minotaur Bully (L8)
The bully can't obtain less than a tier 2 outcome when making tests to navigate, search, or seek.
★ Minotaur Sense
from Minotaur Lackey (L8)
The lackey can't obtain less than a tier 2 outcome when making tests to navigate, search, or seek.
★ Mobile Prison Harness
from Servitor War Walker (L1)
Any restrained or slowed creature who comes adjacent to the war walker is automatically restrained (save ends) and takes a bane on power rolls. A creature restrained this way moves with the war walker.
★ Moisturizing End Effect
from Angulotl Daybringer (L1)
At the end of each of the daybringer's turns, they can either take 5 damage or end the wet effect on an adjacent creature in order to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
★ More ... More ...
from Aurumvas (L10)
While Aurumvas is winded, he has a double edge on strikes.
★ More Swings
from Skeleton Knight (L10)
Whenever the knight makes a free strike, they can make two free strikes instead.
★ Mounted Charger
from Worg (L1)
If a worg is used as a mount charges, their rider gains an edge on melee strikes until the end of the rider's turn.
★ Mounted Platform
from Giant Hawk (L1)
Once per turn when the hawk moves, any creature riding the hawk can make a free strike during or after the movement.
★ Mounted Stability
from Wodenelg (L1)
The wodenelg's rider has damage immunity 2.
★ Multiple Tongues
from Kingfissure Worm (L7)
The kingfissure worm has three tongues. Each tongue is a 5 × 1 line within 1 square of the kingfissure worm, has 35 Stamina and psychic immunity all, and can't be force moved. Each tongue enables the kingfissure worm to grab one size 2 or smaller creature or object. A tongue can be targeted by abilities only while it has a target grabbed.
★ Multivok Maintenance
from Multivok Bodyguard (L9)
At the start of the bodyguard's turn, each servok within 2 squares of them regains 15 Stamina.
★ Multivok Maintenance
from Multivok Chief (L9)
At the start of the chief's turn, each servok within 2 squares of them regains 15 Stamina.
★ Musical Suggestion
from Radenwight Piper (L1)
At the end of the piper's turn, they can slide one adjacent creature up to 2 squares, ignoring stability.
★ Natural Enemies
from Xorannox the Tyract (L6)
If Xorannox perceives another overmind or a voiceless talker on the encounter map, he targets that threat one or more times on each of his turns.
★ Nature's Spirit
from Animal (L1)
While outdoors or in a natural environment, the animal can negate a bane on their abilities or turn a double bane into a bane.
★ Nature's Spirit
from Animal Swarm (L1)
While outdoors or in a natural environment, the animal swarm can negate a bane on their abilities or turn a double bane into a bane.
★ Nature's Spirit
from Predator A (L1)
While outdoors or in a natural environment, the predator can negate a bane on their abilities or turn a double bane into a bane.
★ Negative Nerves
from Giant Zombie (L4)
When the giant zombie is targeted by an ability that deals rolled damage, they halve the damage from a tier 1 outcome.
★ Nimble
from Mindkiller (L6)
The mindkiller can move through enemies' spaces at their usual speed.
★ Not What I Seem
from Kobold Venator (L1)
The venator starts the encounter disguised as a minion. They have a double edge on their first main action of the encounter, after which they reveal themself.
★ Oathbreaker's Vengeance
from Phrrygalax the Subduer (L6)
Whenever Phrrygalax fails a saving throw, he deals an additional 7 damage on his next strike.
★ Of the Umbra
from Shadow Elf Cloak (L4)
The cloak ignores concealment created by darkness. While the cloak is in direct sunlight, they have damage weakness 3. While the cloak has concealment, they have damage immunity 3.
★ Of the Umbra
from Shadow Elf Sniper (L4)
The sniper ignores concealment created by darkness. While the sniper is in direct sunlight, they have damage weakness 3. While the sniper has concealment, they have damage immunity 3.
★ Of the Umbra
from Shadow Elf Dusk Mage (L4)
The dusk mage ignores concealment created by darkness. While the dusk mage is in direct sunlight, they have damage weakness 3. While the dusk mage has concealment, they have damage immunity 3.
★ Of the Umbra
from Shadow Elf Nightstrike (L4)
The nightstrike ignores concealment created by darkness. While the nightstrike is in direct sunlight, they have damage weakness 3. While the nightstrike has concealment, they have damage immunity 3.
★ Of the Umbra
from Shadow Elf Knightfell (L4)
The knightfell ignores concealment created by darkness. While the knightfell is in direct sunlight, they have damage weakness 3. While the knightfell has concealment, they have damage immunity 3.
★ Of the Umbra
from Shadow Elf Panther (L4)
The panther ignores concealment created by darkness. While the panther is in direct sunlight, they have damage weakness 3. While the panther has concealment, they have damage immunity 3.
★ Of the Umbra
from Shadow Elf Luminator (L4)
The luminator ignores concealment created by darkness. While the luminator is in direct sunlight, they have damage weakness 3. While the luminator has concealment, they have damage immunity 3.
★ Of the Umbra
from Shadow Elf Duskcaller (L5)
The duskcaller ignores concealment created by darkness. While the duskcaller is in direct sunlight, they have damage weakness 3. While the duskcaller has concealment, they have damage immunity 3.
★ Of the Umbra
from Shadow Elf Moondancer (L5)
The moondancer ignores concealment created by darkness. While the moondancer is in direct sunlight, they have damage weakness 3. While the moondancer has concealment, they have damage immunity 3.
★ Of the Umbra
from Shadow Elf Assassin (L6)
The assassin ignores concealment created by darkness. While the assassin is in direct sunlight, they have damage weakness 3. While the assassin has concealment, they have damage immunity 3.
★ Of the Umbra
from Shadow Elf Mournblade (L6)
The mournblade ignores concealment created by darkness. While the mournblade is in direct sunlight, they have damage weakness 3. While the mournblade has concealment, they have damage immunity 3.
★ Of the Umbra
from Shadow Elf Noctis Mage (L6)
The noctis mage ignores concealment created by darkness. While the noctis mage is in direct sunlight, they have damage weakness 3. While the noctis mage has concealment, they have damage immunity 3.
★ Of the Umbra
from Shadow Elf Eclipse (L6)
The eclipse ignores concealment created by darkness. While the eclipse is in direct sunlight, they have damage weakness 3. While the eclipse has concealment, they have damage immunity 3.
★ Open Furnace
from Hobgoblin Brandbearer (L4)
Whenever an enemy takes fire damage, they take 1 extra fire damage for each brandbearer adjacent to them.
★ Otherworldly Blessing
from High Elf Ordinator (L3)
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.
★ Otherworldly Grace
from High Elf Quiver (L1)
At the start of each of their turns, the quiver can choose one effect on them that can be ended by a saving throw. That effect instead ends at the end of their turn.
★ Otherworldly Grace
from High Elf Dawn Mage (L1)
At the start of each of their turns, the dawn mage can choose one effect on them that can be ended by a saving throw. That effect instead ends at the end of their turn.
★ Otherworldly Grace
from High Elf Deathtouch (L2)
At the start of each of their turns, the deathtouch can choose one effect on them that can be ended by a saving throw. That effect instead ends at the end of their turn.
★ Otherworldly Grace
from High Elf Bloodletter (L1)
At the start of each of their turns, the bloodletter can choose one effect on them that can be ended by a saving throw. That effect instead ends at the end of their turn.
★ Otherworldly Grace
from High Elf Orbweaver (L3)
At the start of each of their turns, the orbweaver can choose one effect on them that can be ended by a saving throw. That effect instead ends at the end of their turn.
★ Otherworldly Grace
from High Elf Palinode (L1)
At the start of each of their turns, the palinode can choose one effect on them that can be ended by a saving throw. That effect instead ends at the end of their turn.
★ Otherworldly Grace
from High Elf Wyrd (L3)
At the start of each of their turns, the wyrd can choose one effect on them that can be ended by a saving throw. That effect instead ends at the end of their turn.
★ Otherworldly Grace
from High Elf Zephyr (L1)
At the start of each of their turns, the zephyr can choose one effect on them that can be ended by a saving throw. That effect instead ends at the end of their turn.
★ Overpower
from Rival Fury (2nd Echelon) (L5)
Once per turn, when the fury force moves a creature or object, or shifts adjacent to a creature or object, they can use a signature ability against that creature or object.
★ Overwhelm
from Human Knave (L2)
An enemy who starts their turn adjacent to the knave can't shift.
★ Overwhelm
from Rival Fury (1st Echelon) (L2)
Once per turn, when the fury force moves a creature or object, or shifts adjacent to a creature or object, they can make a free strike against that creature or object.
★ Persistent Pain
from War Dog Tormentite (L5)
From the start of the encounter, the tormentite takes 1 damage at the start of each of their turns.
★ Petrifying Fumes
from Basilisk Tonguesnapper (L1)
Any creature who starts their turn adjacent to the tonguesnapper and has M<1 is slowed (save ends).
★ Phantom Flow
from Ghost (L1)
Each undead with a Phasing trait within 10 squares of the ghost can't be made slowed or weakened.
★ Praetorian Buzzing
from Soulraker Praetorian (L7)
Any creature who starts their turn with two or more praetorians adjacent to them takes 6 sonic damage.
★ Primordial Mind
from Olothec (L6)
The olothec can't be made frightened or taunted.
★ Primordial Strength
from Force of Earth (L3)
The force's strikes gain a +6 damage bonus against objects.
★ Prismacore Detonation
from War Dog Prismite (L8)
When the prismite is reduced to 0 Stamina, they explode, dealing 3d6 psychic damage to each enemy within 2 squares of them.
★ Psionic Amplifier
from Voiceless Talker Invader (L6)
Whenever a non-minion voiceless talker within 5 squares of the invader uses a psionic ability, they can do so as if they were in the invader's space, and the ability has a double edge.
★ Psionic Barrier
from Compulsion Eye (L6)
The Compulsion Eye has damage immunity 15. When they use a main action, they lose this immunity until the end of the round.
★ Psionic Barrier
from Demolition Eye (L6)
The Demolition Eye has damage immunity 15. When they use a main action, they lose this immunity until the end of the round.
★ Psionic Barrier
from Mover Eye (L6)
The Mover Eye has damage immunity 15. When they use a main action, they lose this immunity until the end of the round.
★ Psionic Barrier
from Necrotic Eye (L6)
The Necrotic Eye has damage immunity 15. When they use a main action, they lose this immunity until the end of the round.
★ Psionic Barrier
from Toxic Eye (L6)
The Toxic Eye has damage immunity 15. When they use a main action, they lose this immunity until the end of the round.
★ Psionic Barrier
from Zapper Eye (L6)
The Zapper Eye has damage immunity 15. When they use a main action, they lose this immunity until the end of the round.
★ Psionic Conductor
from Mindkiller Whelp (L6)
Whenever a non-minion voiceless talker within 5 squares of the whelp uses a psionic ability, they can do so as if they were in the whelp's space.
★ Psionic Conductor
from Voiceless Talker Graywarper (L6)
Whenever a non-minion voiceless talker within 5 squares of the graywarper uses a psionic ability, they can do so as if they were in the graywarper's space.
★ Psionic Conductor
from Hulking Brain (L6)
Whenever a non-minion voiceless talker within 5 squares of the hulking brain uses a psionic ability, they can do so as if they were in the hulking brain's space.
★ Psionic Conductor
from Mindkiller (L6)
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.
★ Psionic Conductor
from Voiceless Talker Artillerist (L6)
Whenever a non-minion voiceless talker within 5 squares of the artillerist uses a psionic ability, they can do so as if they were in the artillerist's space.
★ Quick Snack
from Angulotl Pollywog (L1)
Any angulotl who can target the pollywog with a melee free strike can eat them as a maneuver. The angulotl regains 4 Stamina and is wet until the end of their next turn.
★ Raining Cinders
from Hobgoblin Incendiarist (L5)
The ranged free strike of any ally within 3 squares of the incendiarist has a distance of 10 and deals fire damage.
★ Rejuvenation
from Lich (L10)
The lich has a soulstone, which has 50 Stamina and damage immunity all except to sonic damage and holy damage. If the lich is destroyed while their soulstone is intact, they reform near the soulstone. Any creature who has P<5 and who moves within 5 squares of an inhabited soulstone for first time in a round or starts their turn there is compelled (save ends). A compelled creature must do everything in their power to move toward and touch the soulstone.
A creature who touches an inhabited soulstone makes a Might test that takes a bane.
≤11: The creature is reduced to 0 Stamina and the lich manifests adjacent to the soulstone with full Stamina.
12-16: The creature is reduced to 0 Stamina and the lich manifests adjacent to the soulstone with 300 Stamina.
17+: The creature has their Stamina reduced to their winded value unless it is already lower, and the lich manifests adjacent to the soulstone with 100 Stamina.
★ Relentless
from Orc Bloodrunner (L3)
If the bloodrunner is reduced to 0 Stamina, they can make a free strike before dying. If the target of the free strike is reduced to 0 Stamina, the bloodrunner is reduced to 1 Stamina instead.
★ Relentless
from Orc Chainlock (L1)
If the chainlock is reduced to 0 Stamina, they can make a free strike before dying. If the target of the free strike is reduced to 0 Stamina, the chainlock is reduced to 1 Stamina instead.
★ Relentless
from Orc Eye of Grole (L1)
If the eye is reduced to 0 Stamina, they can make a free strike before dying. If the target of the free strike is reduced to 0 Stamina, the eye is reduced to 1 Stamina instead.
★ Relentless
from Orc Garotter (L1)
If the garotter is reduced to 0 Stamina, they can make a free strike before dying. If the target of the free strike is reduced to 0 Stamina, the garotter is reduced to 1 Stamina instead.
★ Relentless
from Orc Godcaller (L1)
If the godcaller is reduced to 0 Stamina, they can make a free strike before dying. If the target of the free strike is reduced to 0 Stamina, the godcaller is reduced to 1 Stamina instead.
★ Relentless
from Orc Juggernaut (L3)
If the juggernaut is reduced to 0 Stamina, they can make a free strike before dying. If the target of the free strike is reduced to 0 Stamina, the juggernaut is reduced to 1 Stamina instead.
★ Relentless
from Orc Rampart (L2)
If the rampart is reduced to 0 Stamina, they can make a free strike before dying. If the target of the free strike is reduced to 0 Stamina, the rampart is reduced to 1 Stamina instead.
★ Relentless
from Orc Terranova (L2)
If the terranova is reduced to 0 Stamina, they can make a free strike before dying. If the target of the free strike is reduced to 0 Stamina, the terranova is reduced to 1 Stamina instead.
★ Relentless
from Orc Warleader (L3)
If the warleader is reduced to 0 Stamina, they can make a free strike before dying. If the target of the free strike is reduced to 0 Stamina, the warleader is reduced to 1 Stamina instead.
★ Relentless Hunger
from Troll Butcher (L5)
The butcher dies only if they are reduced to 0 Stamina by acid or fire damage, if they end their turn with 0 Stamina, or if they take acid or fire damage while at 0 Stamina.
★ Relentless Hunger
from Troll Glutton (L5)
The glutton dies only if they are reduced to 0 Stamina by acid or fire damage, if they end their turn with 0 Stamina, or if they take acid or fire damage while at 0 Stamina.
★ Remember Your Oath
from Dorzinuth the Base (L6)
If Dorzinuth hears a creature recite the Dragon Phalanx oath, he takes a bane on strikes made against that character until the end of the encounter.
★ Reptilian Escape
from Lizardfolk Grunt (L1)
While the grunt has a tail, whenever they are grabbed, prone, slowed, or weakened, they can lose their tail to immediately end that condition, then shift up to 2 squares.
★ Reptilian Escape
from Lizardfolk Tonguer (L1)
While the tonguer has a tail, whenever they are grabbed, prone, slowed, or weakened, they can lose their tail to immediately end that condition, then shift up to 2 squares.
★ Reptilian Escape
from Lizardfolk Shellguard (L1)
While the shellguard has a tail, whenever they are grabbed, prone, slowed, or weakened, they can lose their tail to immediately end that condition, then shift up to 2 squares.
★ Reptilian Escape
from Lizardfolk Bloodeye (L1)
While the bloodeye has a tail, whenever they are grabbed, prone, slowed, or weakened, they can lose their tail to immediately end that condition, then shift up to 2 squares.
★ Reptilian Escape
from Lizardfolk Scaletooth (L1)
While the scaletooth has a tail, whenever they are grabbed, prone, slowed, or weakened, they can lose their tail to immediately end that condition, then shift up to 2 squares.
★ Reptilian Escape
from Lizardfolk Skyterror (L1)
While the skyterror has a tail, whenever they are grabbed, prone, slowed, or weakened, they can lose their tail to immediately end that condition, then shift up to 2 squares.
★ Resilient Form
from Bredbeddle (L3)
The bredbeddle can't be physically transformed in any way except their Heady or Not feature.
★ Rex Reptilian Escape
from Lizardfolk Deathrex (L1)
While the deathrex has a tail, whenever they are affected by an effect that can be ended by a saving throw or that ends at the end of their next turn, they can lose their tail to immediately end that effect, then shift up to 2 squares.
★ Ride Launcher
from War Spider (L1)
Any ally who leaps off the back of the spider can jump up to 6 squares without making a test, and takes no damage if they fall during the jump. After any jump, the first melee strike they make on the same turn gains an edge.
★ Rivalry
from Rival Conduit (1st Echelon) (L2)
At the start of an encounter, the conduit chooses one creature within their line of effect. Both the conduit and the creature can add a d3 roll to power rolls they make against each other.
★ Rivalry
from Rival Elementalist (1st Echelon) (L2)
At the start of an encounter, the elementalist chooses one creature within their line of effect. Both the elementalist and the creature can add a d3 roll to power rolls they make against each other.
★ Rivalry
from Rival Fury (1st Echelon) (L2)
At the start of an encounter, the fury chooses one creature within their line of effect. Both the fury and the creature can add a d3 roll to power rolls they make against each other.
★ Rivalry
from Rival Null (1st Echelon) (L2)
At the start of an encounter, the null chooses one creature within their line of effect. Both the null and the creature can add a d3 roll to power rolls they make against each other.
★ Rivalry
from Rival Shadow (1st Echelon) (L2)
At the start of an encounter, the shadow chooses one creature within their line of effect. Both the shadow and the creature can add a d3 roll to power rolls they make against each other.
★ Rivalry
from Rival Tactician (1st Echelon) (L2)
At the start of an encounter, the tactician chooses one creature within their line of effect. Both the tactician and the creature can add a d3 roll to power rolls they make against each other.
★ Rivalry
from Rival Talent (1st Echelon) (L2)
At the start of an encounter, the talent chooses one creature within their line of effect. Both the talent and the creature can add a d3 roll to power rolls they make against each other.
★ Roots Run Deep
from Field of Growth (L5)
The field can target any creature touching the ground with their abilities, even if they don't have line of effect to that creature.
★ Rout
from Rival Fury (3rd Echelon) (L8)
Once per turn, when the fury force moves a creature or object, or shifts adjacent to a creature or object, they can use a signature ability that gains an edge against that creature or object.
★ Rupture
from Dirt Mournling (L7)
Whenever the mournling uses the Dig maneuver to breach the surface, they make a free strike against each adjacent enemy.
★ Ruthless Rage
from Wyvern Lurker (L4)
While within 10 squares of another wyvern, the lurker deals an extra 3 damage with strikes.
★ Scorching Skin
from Fire Giant Chief (L9)
Whenever an adjacent enemy grabs the chief or uses a melee ability against them, that enemy takes 9 fire damage, and if they have M<4 they are weakened (save ends).
★ Scorekeeping Scales
from Lydixavus the Deadeye (L6)
Lydixavus knows the location of every creature who has ever dealt damage to them. If any of those creatures are within 20 squares of Lydixavus, Lydixavus always has line of effect to them as long as a size 1 opening exists between Lydixavus and the target.
★ Searing Skin
from Fire Giant Fireballer (L9)
Whenever an adjacent enemy grabs the fireballer or uses a melee ability against them, that enemy takes 5 fire damage.
★ Searing Skin
from Fire Giant Lightbearer (L9)
Whenever an adjacent enemy grabs the lightbearer or uses a melee ability against them, that enemy takes 5 fire damage.
★ Searing Skin
from Fire Giant Red Fist (L9)
Whenever an adjacent enemy grabs the red fist or uses a melee ability against them, that enemy takes 5 fire damage.
★ Seismic King
from Kingfissure Worm (L7)
The kingfissure worm has line of effect only within 3 squares. However, they ignore concealment for creatures touching the ground and don't need line of effect to use abilities against those creatures.
★ Seismic Sense
from Mohler (L1)
The mohler doesn't need line of effect to use abilities against creatures or objects touching the ground.
★ Seismic Step
from Orc Terranova (L2)
The terranova ignores difficult terrain. Additionally, they don't need line of effect to use abilities against creatures touching the ground.
★ Seismic Step
from Fossil Cryptic (L2)
The cryptic ignores difficult terrain. Additionally, they have line of effect to any creature with concealment if that creature is touching the ground.
★ Servok Siege Machine
from Servok Builder (L9)
The builder ignores difficult terrain, and their abilities deal an extra 15 damage to objects.
★ Servok Siege Machine
from Servok Miner (L9)
The miner ignores difficult terrain, and their abilities deal an extra 15 damage to objects.
★ Servok Siege Machine
from Servok War Engine (L10)
The war engine ignores difficult terrain, and their abilities deal an extra 15 damage to objects.
★ Set Up and Tear Down
from War Dog Ballistite (L8)
At the start of each of the ballistite's turns, they can gain a +4 bonus to speed until the end of their turn. While their speed is greater than 0 by any means, they can't use main actions or maneuvers.
★ Shadow Phasing
from Shade (L1)
The shade can move through creatures and objects at their usual speed, but can't end their turn inside a creature or object. The first time in a round that the shade moves through a creature, that creature takes 1 corruption damage. The shade doesn't take damage from being force moved into objects.
★ Shapeshifter
from Werewolf (L1)
The werewolf enters combat in their hybrid humanoid form. Their shape can't be changed by any external effect.
★ Shared Crafty
from Worg (L1)
If the worg's rider has the Crafty trait, the worg also has that trait.
★ Shared Glamor
from Wodenelg (L1)
If the wodenelg's rider has the Masking Glamor trait, the wodenelg also has that trait.
★ Shared Otherworldly Grace
from Ceramic Horse (L1)
If the ceramic horse's rider has the Otherworldly Grace trait, the ceramic horse also has that trait.
★ Sheltering Wings
from Dorzinuth the Base (L6)
While Dorzinuth isn't flying, strikes made against him take a bane.
★ Shield? Shield!
from Kobold Princeps (L1)
While adjacent to an ally who also has this trait, the princeps has stability 1, has cover, and grants cover to allies.
★ Shield? Shield!
from Kobold Tiro (L1)
While adjacent to an ally who also has this trait, the tiro has stability 1, has cover, and grants cover to allies.
★ Shield? Shield!
from Kobold Sagittarion (L1)
While adjacent to an ally who also has this trait, the sagittarion has stability 1, has cover, and grants cover to allies.
★ Shield? Shield!
from Kobold Veles (L1)
While adjacent to an ally who also has this trait, the veles has stability 1, has cover, and grants cover to allies.
★ Shield? Shield!
from Kobold Adeptus (L1)
While adjacent to an ally who also has this trait, the adeptus has stability 1, has cover, and grants cover to allies.
★ Shield? Shield!
from Kobold Legionary (L1)
While adjacent to an ally who also has this trait, the legionary has stability 1, has cover, and grants cover to allies.
★ Shield? Shield!
from Kobold Artifex (L1)
While adjacent to an ally who also has this trait, the artifex has stability 1, has cover, and grants cover to allies.
★ Shield? Shield!
from Kobold Signifer (L1)
While adjacent to an ally who also has this trait, the signifer has stability 1, has cover, and grants cover to allies.
★ Shield? Shield!
from Kobold Venator (L1)
While adjacent to an ally who also has this trait, the venator has stability 1, has cover, and grants cover to allies.
★ Shield? Shield!
from Kobold Centurion (L1)
While adjacent to an ally who also has this trait, the centurion has stability 1, has cover, and grants cover to allies.
★ Shifting Camouflage
from Grilp (L4)
The grilp has concealment from all creatures.
★ Shocking
from Clawfish (L1)
At the start of each of their turns, the clawfish deals 2 lightning damage to each wet enemy within 2 squares.
★ Shoot the Hostage
from Human Brawler (L1)
The brawler halves the damage from any strike if they have a creature or object grabbed of size 1S or larger. The grabbed creature or object takes the remaining damage.
★ Shrapnel-Laced Loyalty Collar
from War Dog Sweeper (L4)
When the sweeper is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each enemy and object within 2 squares.
★ Slime Sense
from Olothec (L6)
A slimed or transformed creature can't have concealment from or be hidden from the olothec.
★ Slip Away
from Goblin Assassin (L1)
The assassin can attempt to hide even while observed.
★ Soft Underbelly
from Arixx (L1)
A prone creature making a melee strike against the arixx has a double edge on the strike instead of taking a bane.
★ Solo Monster
from Arixx (L1)
End Effect: At the end of each of their turns, the arixx can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Solo Turns: The arixx can take two turns each round. They can't take turns consecutively.
★ Solo Monster
from Ashen Hoarder (L4)
End Effect: At the end of each of their turns, the ashen hoarder 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.
Solo Turns: The ashen hoarder can take two turns each round. They can't take turns consecutively.
★ Solo Monster
from Bredbeddle (L3)
End Effect: At the end of each of their turns, the bredbeddle can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Solo Turns: The bredbeddle can take two turns each round. They can't take turns consecutively.
★ Solo Monster
from Chimera (L3)
End Effect: At the end of each of their turns, the chimera can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Solo Turns: The chimera can take two turns each round. They can't take turns consecutively.
★ Solo Monster
from Fossil Cryptic (L2)
End Effect: At the end of each of their turns, the cryptic can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Solo Turns: The cryptic can take two turns each round. They can't take turns consecutively.
★ Solo Monster
from Wode Hag (L3)
End Effect: At the end of each of their turns, the hag can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Solo Turns: The hag can take two turns each round. They can't take turns consecutively.
★ Solo Monster
from Kingfissure Worm (L7)
End Effect: At the end of each of their turns, the kingfissure worm 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.
Solo Turns: The kingfissure worm can take two turns each round. They can't take turns consecutively.
★ Solo Monster
from Manticore (L4)
End Effect: At the end of each of their turns, the manticore can take 10 damage and end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Solo Turns: The manticore can take two turns each round. They can't take turns consecutively.
★ Solo Monster
from Medusa (L5)
End Effect: At the end of each of their turns, the medusa can take 10 damage and end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Solo Turns: The medusa can take two turns each round. They can't take turns consecutively.
★ Solo Monster
from Olothec (L6)
End Effect: At the end of each of their turns, the olothec can take 10 damage and end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Solo Turns: The olothec can take two turns each round. They can't take turns consecutively.
★ Solo Monster
from Shambling Mound (L5)
End Effect: At the end of each of their turns, the shambling mound 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.
Solo Turns: The shambling mound can take two turns each round. They can't take turns consecutively.
★ Solo Monster
from Count Rhodar von Glauer (L10)
End Effect: At the end of each of his turns, Rhodar can take 20 damage to end one effect on him that can be ended by a saving throw. This damage can't be reduced in any way.
Solo Turns: Rhodar can take two turns each round. He can't take turns consecutively.
★ Solo Monster
from Lich (L10)
End Effect: At the end of each of their turns, the lich can take 20 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Solo Turns: The lich can take two turns each round. They can't take turns consecutively.
★ Solo Monster
from Lord Syuul (L6)
End Effect: At the end of each of his turns, Lord Syuul can take 10 damage to end one effect on him that can be ended by a saving throw. This damage can't be reduced in any way.
Solo Turns: Lord Syuul can take two turns each round. He can't take turns consecutively.
★ Solo Monster
from Werewolf (L1)
End Effect: At the end of each of their turns, the werewolf can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Solo Turns: The werewolf can take two turns each round. They can't take turns consecutively.
★ Solo Monster
from Xorannox the Tyract (L6)
End Effect: At the end of each of his turns, Xorannox can take 10 damage to end one effect on him that can be ended by a saving throw. This damage can't be reduced in any way.
Solo Turns: Xorannox can take two turns each round. He can't take turns consecutively.
★ Soul Singularity
from Ashen Hoarder (L4)
When the ashen hoarder is reduced to 0 Stamina, they explode in a swirling singularity of bone shards and soul energy. Each creature within 5 squares of the ashen hoarder who has M<3 takes 11 corruption damage. A creature killed by this damage feels their soul sucked into the void, and is now lost somewhere in the Abyssal Wasteland, and can't be brought back to life until their soul is recovered.
★ Soulsight
from Ensnarer (L1)
Any creature within 2 squares of the ensnarer can't be hidden from them.
★ Soulsight
from Frenzied (L1)
Any creature within 2 squares of the frenzied can't be hidden from them.
★ Soulsight
from Pitling (L1)
Any creature within 2 squares of the pitling can't be hidden from them.
★ Soulsight
from Ruinant (L1)
Any creature within 2 squares of the ruinant can't be hidden from them.
★ Soulsight
from Torlas (L1)
Any creature within 2 squares of the torlas can't be hidden from them.
★ Soulsight
from Bendrak (L2)
Any creature within 2 squares of the bendrak can't be hidden from them.
★ Soulsight
from Remasch (L2)
Any creature within 2 squares of the remasch can't be hidden from them.
★ Soulsight
from Muceron (L3)
Any creature within 2 squares of the muceron can't be hidden from them.
★ Soulsight
from Chorogaunt (L3)
Any creature within 2 squares of the chorogaunt can't be hidden from them.
★ Soulsight
from Grulqin (L4)
Any creature within 2 squares of the grulqin can't be hidden from them.
★ Soulsight
from Orliq (L4)
Any creature within 2 squares of the orliq can't be hidden from them.
★ Soulsight
from Wobalas (L4)
Any creature within 2 squares of the wobalas can't be hidden from them.
★ Soulsight
from Fangling (L4)
Any creature within 2 squares of the fangling can't be hidden from them.
★ Soulsight
from Gunge (L4)
Any creature within 2 squares of the gunge can't be hidden from them.
★ Soulsight
from Bale Eye (L5)
Any creature within 5 squares of the bale eye can't be hidden from them.
★ Soulsight
from Fiktin (L5)
Any creature within 2 squares of the fiktin can't be hidden from them.
★ Soulsight
from Tormenauk (L6)
Any creature within 2 squares of the tormenauk can't be hidden from them.
★ Soulsight
from Blight Phage (L7)
Any creature within 2 squares of the blight phage can't be hidden from them.
★ Soulsight
from Styrich (L8)
Any creature within 2 squares of the styrich can't be hidden from them.
★ Soulsight
from Chimeron (L9)
Any creature within 2 squares of the chimeron can't be hidden from them.
★ Soulsight
from Tyburaki (L10)
Any creature within 2 squares of the tyburaki can't be hidden from them.
★ Soulsight
from Unguloid (L10)
Any creature within 2 squares of the unguloid can't be hidden from them.
★ Soulsight
from Izyak (L10)
Any creature within 2 squares of the izyak can't be hidden from them.
★ Soulsight
from Vicisitator (L10)
Any creature within 2 squares of the vicisitator can't be hidden from them.
★ Soulsight
from Aurumvas (L10)
Any creature within 5 squares of the Aurumvas can't be hidden from them.
★ Soulsight
from Slaughter Demon (L4)
Any creature within 2 squares of the slaughter demon can't be hidden from them.
★ Spark of Life
from Elemental Mote (L1)
On their turn, the mote can leave the encounter in a flash of light to revive one adjacent dead soot crow, brambleguard, or ceramic horse. The revived creature returns with 3 Stamina.
★ Split Shot
from Dwarf Gunner (L1)
Whenever the gunner deals rolled damage to a target, one creature or object adjacent to the target takes 3 damage.
★ Stalwart Guardian
from Rival Conduit (1st Echelon) (L2)
Strikes made against allies adjacent to the conduit take a bane.
★ Steady
from Griffon (L2)
Any power roll that could knock the griffon or their rider prone takes a bane.
★ Steady
from Striped Condor Griffon (L2)
Any power roll that could knock the griffon prone takes a bane.
★ Stench of Death
from Myxovidan the Sintaker (L6)
Whenever an enemy regains Stamina while within 5 squares of Myxovidan, they regain 3 less Stamina.
★ Stone Steps
from Sand Stone Giant (L8)
The sand stone giant ignores difficult terrain.
★ Stone Steps
from Basalt Stone Giant (L8)
The basalt stone giant ignores difficult terrain.
★ Stone Steps
from Granite Stone Giant (L8)
The granite stone giant ignores difficult terrain.
★ Stone Steps
from Marble Stone Giant (L8)
The marble stone giant ignores difficult terrain.
★ Stone Swim
from Marble Stone Giant (L8)
The marble stone giant can burrow through stone, but can't drag other creatures underground when they do so.
★ Stone Swim
from Force of Earth (L3)
The force can burrow through stone, but can't drag other creatures underground when they do so.
★ Stone Swim
from Sand Stone Giant (L8)
The sand stone giant can burrow through stone, but can't drag other creatures underground when they do so.
★ Stone Swim
from Basalt Stone Giant (L8)
The basalt stone giant can burrow through stone, but can't drag other creatures underground when they do so.
★ Stone Swim
from Granite Stone Giant (L8)
The granite stone giant can burrow through stone, but can't drag other creatures underground when they do so.
★ Stone Walker
from Dwarf Stone Whisperer (L3)
Whenever the stone whisperer willingly moves, they can phase through up to 2 squares of stone as part of that movement. If they end their movement inside stone, they are shunted out into the space from which they entered it.
★ Stonebreaker Flesh
from Sand Stone Giant (L8)
Whenever an enemy obtains a tier 1 outcome on a melee ability used against the sand stone giant, they take a bane on that ability until the end of the encounter.
★ Stonebreaker Flesh
from Basalt Stone Giant (L8)
Whenever an enemy obtains a tier 1 outcome on a melee ability used against the basalt stone giant, they take a bane on that ability until the end of the encounter.
★ Stonebreaker Flesh
from Granite Stone Giant (L8)
Whenever an enemy obtains a tier 1 outcome on a melee ability used against the granite stone giant, they take a bane on that ability until the end of the encounter.
★ Stonebreaker Flesh
from Marble Stone Giant (L8)
Whenever an enemy obtains a tier 1 outcome on a melee ability used against the marble stone giant, they take a bane on that ability until the end of the encounter.
★ Stubborn Rage
from Wyvern Predator (L4)
While winded or within 10 squares of another wyvern, the predator can't be made dazed or frightened.
★ Suneater
from Brush Stalker (L4)
The area within 2 squares of the brush stalker is devoid of light and provides concealment.
★ Supernatural Insight
from Human Apprentice Mage (L2)
The apprentice mage ignores concealment if it's granted by a supernatural effect.
★ Supernatural Insight
from Human Guard (L1)
The guard ignores concealment if it's granted by a supernatural effect.
★ Supernatural Insight
from Human Archer (L1)
The archer ignores concealment if it's granted by a supernatural effect.
★ Supernatural Insight
from Human Raider (L1)
The raider ignores concealment if it's granted by a supernatural effect.
★ Supernatural Insight
from Human Death Acolyte (L1)
The death acolyte ignores concealment if it's granted by a supernatural effect.
★ Supernatural Insight
from Human Rogue (L1)
The rogue ignores concealment if it's granted by a supernatural effect.
★ Supernatural Insight
from Human Brawler (L1)
The brawler ignores concealment if it's granted by a supernatural effect.
★ Supernatural Insight
from Human Knave (L2)
The knave ignores concealment if it's granted by a supernatural effect.
★ Supernatural Insight
from Human Death Cultist (L2)
The death cultist ignores concealment if it's granted by a supernatural effect.
★ Supernatural Insight
from Human Scoundrel (L1)
The scoundrel ignores concealment if it's granted by a supernatural effect.
★ Supernatural Insight
from Human Storm Mage (L3)
The storm mage ignores concealment if it's granted by a supernatural effect.
★ Supernatural Insight
from Human Trickshot (L1)
The trickshot ignores concealment if it's granted by a supernatural effect.
★ Supernatural Insight
from Human Blackguard (L1)
The blackguard ignores concealment if it's granted by a supernatural effect.
★ Supernatural Insight
from Human Bandit Chief (L3)
The bandit chief ignores concealment if it's granted by a supernatural effect.
★ Supernatural Resistance
from Wode Hag (L3)
Magic and psionic abilities used against the hag take a bane.
★ Sure-Footed
from Wodenelg (L1)
The wodenelg ignores difficult terrain and doesn't provoke opportunity attacks by moving.
★ Swallowed
from Kingfissure Worm (L7)
A creature swallowed by the worm is restrained and takes 1d6 acid damage at the start of every turn. If the worm takes 25 or more damage in a single round from swallowed creatures, they immediately regurgitate all creatures they have swallowed, who land prone in unoccupied spaces within 3 squares of the kingfissure worm.
★ Swarm
from Minotaur Stampede (L10)
The stampede can move through spaces as if they were a size 2 creature, and can occupy other creatures' spaces. At the start of each of the stampede's turns, they can make a free strike against each creature whose space they share.
★ Swarm
from Animal Swarm (L1)
The animal swarm can move through spaces as if they were a size 1M creature, and can occupy other creatures' spaces. At the start of each of the animal swarm's turns, they can make a free strike against each creature whose space they share.
★ Swarm
from Bugbear Mob (L5)
The mob can move through spaces as if they were a size 1L creature, and can occupy other creatures' spaces. At the start of each of the mob's turns, they can make a free strike against each creature whose space they share.
★ Tactical Brilliance
from Strategos Alkestis (L10)
At the start of each of Alkestis's turns, the Director gains 2 Malice. While Alkestis is alive and in the encounter, the Director also gains 1 Malice whenever a war dog in the encounter obtains a tier 3 outcome on a power roll.
★ Tactical Positioning
from Hobgoblin Recruit (L4)
Any non-minion ally deals 1 extra damage for each recruit adjacent to them.
★ Tenacious Hunter
from Wyvern Lurker (L4)
Any creature affected by a condition imposed by a wyvern can't be hidden from the lurker.
★ Tenacious Hunter
from Wyvern Predator (L4)
Any creature affected by a condition imposed by a wyvern can't be hidden from the predator.
★ Terrible Beast
from Scyza (L3)
The scyza deals an extra 6 damage with abilities used against objects.
★ Tethered
from War Dog Tetherite (L1)
A captain attached to a tetherite squad has their stability increased by the number of tetherites within 2 squares of them.
★ That's Our Opening!
from Aeolyxria the Uncanny (L6)
The Director gains 1 Malice whenever Aeolyxria imposes a condition on an enemy.
★ The Commander's Watching
from Bugbear Commander (L2)
Any ally who has line of effect to the commander can end one condition on themself at the start of each of their turns.
★ The Iron Saint Does Not Recognize Retreat
from War Dog Subcommander (L2)
Each ally within 5 squares of the subcommander gains a +3 bonus to stability.
★ The Scarless
from Iron Champion Doru (L10)
Doru regains 5 Stamina at the start of each of his turns unless he took acid or fire damage since the start of his previous turn. Whenever he regains Stamina this way, the Director can spend 2 Malice to end one effect on Doru that can be ended by a saving throw.
★ There!
from Wode Elf Lookout (L1)
Any wode elf within 5 squares of the lookout can make ranged strikes as if occupying the lookout's space.
★ Thicket and Thorns
from Brambleguard (L2)
The brambleguard blocks line of effect for enemies. Each enemy who starts their turn adjacent to a brambleguard takes 4 damage.
★ Thin the Blood
from Count Rhodar von Glauer (L10)
Each enemy within 10 squares of Rhodar takes a -2 penalty to saving throws.
★ Titanic Tunneler
from Kingfissure Worm (L7)
The kingfissure worm can burrow through stone. When the worm burrows, they create a stable size 3 tunnel in the squares they move through.
★ Toxiferous
from Angulotl Cleaver (L1)
Whenever an adjacent enemy grabs the cleaver or uses a melee ability against them, that enemy takes 1 poison damage.
★ Toxiferous
from Angulotl Dart (L1)
Whenever an adjacent enemy grabs the dart or uses a melee ability against them, that enemy takes 1 poison damage.
★ Toxiferous
from Angulotl Needler (L1)
Whenever an adjacent enemy grabs the needler or uses a melee ability against them, that enemy takes 2 poison damage.
★ Toxiferous
from Angulotl Slink (L1)
Whenever an adjacent enemy grabs the slink or uses a melee ability against them, that enemy takes 2 poison damage.
★ Toxiferous
from Angulotl Wave (L1)
Whenever an adjacent enemy grabs the wave or uses a melee ability against them, that enemy takes 2 poison damage.
★ Toxiferous
from Angulotl Daybringer (L1)
Whenever an adjacent enemy grabs the daybringer or uses a melee ability against them, that enemy takes 3 poison damage.
★ Trample
from Predator B (L3)
The predator can move through enemies' and objects' spaces at their usual speed. Any mundane size 2 or smaller object whose space they move through is destroyed. When the predator enters a creature's space for the first time on a turn, that creature takes 3 damage.
★ Trample
from Tusker Demon (L2)
The tusker demon can move through enemies' spaces at their usual speed. When the tusker enters a creature's space for the first time on a turn, that creature takes 5 damage. The tusker demon can end their turn in a size 1 creature's space, preventing the creature from standing up.
★ Translucent Brick
from Trained Gummy Brick (L1)
The brick completely occupies their space, blocking line of effect for enemies. The brick is hidden until they act.
★ True Name
from Devil Clerk (L5)
If a creature within 10 squares speaks the clerk's true name, the clerk loses their fire immunity and any nondamaging effects of their signature ability until the end of the encounter.
★ True Name
from Devil Scrivener (L5)
If a creature within 10 squares speaks the scrivener's true name, the scrivener loses their fire immunity and any nondamaging effects of their signature ability until the end of the encounter.
★ True Name
from Devil Notary (L5)
If a creature within 10 squares speaks the notary's true name, the notary loses their fire immunity and any nondamaging effects of their signature ability until the end of the encounter.
★ True Name
from Devil Jurist (L5)
If a creature within 10 squares speaks the jurist's true name, the jurist loses their fire immunity and any nondamaging effects of their signature ability, and their Devilish Charm ability until the end of the encounter.
★ True Name
from Devil Legate (L5)
If a creature within 10 squares speaks the legate's true name, the legate loses their damage immunities, any nondamaging effects of their signature ability, and their Devilish Charm ability until the end of the encounter.
★ True Name
from Devil Adjudicator (L6)
If a creature within 10 squares speaks the adjudicator's true name, the adjudicator loses their damage immunities, any nondamaging effects of their signature ability, and their Devilish Charm ability until the end of the encounter.
★ True Name
from Devil Magistrate (L6)
If a creature within 10 squares speaks the magistrate's true name, the magistrate loses their damage immunities, any nondamaging effects of their signature ability, and their Devilish Charm ability until the end of the encounter.
★ True Name
from Devil High Judge (L6)
If a creature within 10 squares speaks the high judge's true name, the high judge loses their damage immunities, any nondamaging effects of their signature ability, and their Devilish Suggestion triggered action until the end of the encounter.
★ Unimpeded
from Orc Bloodrunner (L3)
The bloodrunner can end their movement in a prone creature's space. The first time on a turn that a bloodrunner enters any creature's space, that creature takes 3 damage.
★ Unslakable Bloodthirst
from Vampire Spawn (L4)
The vampire spawn has speed 10 while any creature within 10 squares of them is bleeding. The vampire spawn must use Exsanguinating Bite against a bleeding creature on their turn if they are able to.
★ Unslakable Bloodthirst
from Blood-Starved Vampire (L7)
The blood-starved vampire has speed 10 while any creature within 10 squares of them is bleeding. The vampire must use Feeding Frenzy against a bleeding creature on their turn if they are able to.
★ Unslakable Bloodthirst
from Vampire (L7)
The vampire has speed 10 while any creature within 10 squares of them is bleeding. The vampire must make a strike against a bleeding creature on their turn if they are able to.
★ Unstoppable Crawler
from Kingfissure Worm (L7)
The kingfissure worm can't be frightened or knocked prone. While the worm is restrained or slowed, they take a -2 penalty to speed instead of suffering those conditions' usual effects on speed.
★ Unwavering Defender
from Rival Conduit (3rd Echelon) (L8)
Damage dealt to any ally adjacent to the conduit is halved.
★ Upholding High Standards
from Kobold Signifer (L1)
Any ally who starts their turn within 5 squares of the signifer gains a +2 bonus to speed and a +2 damage bonus to strikes until the end of their turn. Additionally, if the signifer is killed, any kobold minion can enter their space during the same encounter to retrieve the signum battle standard they carry (no action required) and replace their stat block with the signifer stat block.
★ Valiar Might
from Multivok Bodyguard (L9)
While the bodyguard isn't bleeding, weakened, or winded, any power roll made against them is automatically a tier 1 outcome. A critical hit still grants its additional main action.
★ Valiar Might
from Multivok Chief (L9)
While the chief isn't bleeding, weakened, or winded, any power roll made against them is automatically a tier 1 outcome. A critical hit still grants its additional main action.
★ Valiar Might
from Servok Builder (L9)
While the builder isn't bleeding, weakened, or winded, any power roll made against them is automatically a tier 1 outcome. A critical hit still grants its additional main action.
★ Valiar Might
from Servok Miner (L9)
While the miner isn't bleeding, weakened, or winded, any power roll made against them is automatically a tier 1 outcome. A critical hit still grants its additional main action.
★ Valiar Might
from Servok War Engine (L10)
While the war engine isn't bleeding, weakened, or winded, any power roll made against them is automatically a tier 1 outcome. A critical hit still grants its additional main action.
★ Valiar Tunneler
from Servok Miner (L9)
The miner can burrow through stone and metal. When the miner burrows, they create a stable size 2 tunnel in their wake.
★ Vexatious Litigation
from Devil Adjudicator (L6)
Any creature within 10 squares of the adjudicator who has P<3 takes a -2 penalty to saving throws.
★ Volant
from Chimera (L3)
When the chimera makes a creature winded or reduces them to 0 Stamina, they can move their speed toward an enemy.
★ Vukenstep
from Werewolf (L1)
The werewolf ignores difficult terrain.
★ War Harness
from Scyza (L3)
While riding the scyza, three size 1 allies can occupy the same space.
★ Water Glide
from Essence of Tides (L3)
Whenever the essence starts their turn in a space containing water, they can fly until the end of their next turn. While flying, the essence doesn't provoke opportunity attacks.
★ We Have a Quota!
from Dwarf Reel Winch (L1)
If a target pulled by the reel winch is already grabbed or slowed, the grabbed and slowed conditions end and the target is restrained (save ends).
★ Wide Back
from War Spider (L1)
While riding the spider, two size 1 allies can occupy the same space.
★ Wide Guard
from Hobgoblin Grandguard (L6)
Any strike made against an ally within 2 squares of the grandguard takes a bane.
★ Witness Evolutionary Superiority
from Voiceless Talker Evolutionist (L6)
The evolutionist has any trait of the Director's choice from any ally minion in the encounter.
★ Wyrd Dyr
from Brush Stalker (L4)
While they have line of effect to the brush stalker, any animal except another brush stalker is frightened.