Immunity: —
Weakness: Holy 5
Movement: —
Might
+2
Agility
+2
Reason
+1
Intuition
+2
Presence
+3
◆
2d10 + 3
Signature Ability
Area,
Weapon
◎ Main action
⚔ 5 burst
◎ Each enemy in the area
≤11
4 psychic damage; I<1 slowed (save ends)
12–16
7 psychic damage; I<2 slowed (save ends)
17+
10 psychic damage; I<3 slowed (save ends)
Effect: One ally within 10 squares of the chorogaunt shifts up to their speed.
⚔ 10 burst
◎ Each enemy in the area
Effect: The chorogaunt slides each target up to 3 squares, ignoring stability.
⚔ Self
◎ Self
Trigger: The chorogaunt is targeted by a strike.
Effect: Any damage from the strike is halved, and the chorogaunt's abilities deal an extra 3 damage until the end of their next turn.
⚔ Ranged 10
◎ Three enemies
Effect: Each target must choose between taking 5 psychic damage, or being frightened (save ends).
⚔ Ranged 10
◎ One ally
Effect: The chorogaunt kills the target, and each other ally in the encounter deals an extra 3 damage with strikes until the end of the round. The Director gains Malice equal to the number of heroes in the encounter.
⚔ Self
◎ Self
Effect: The chorogaunt shifts up to their speed, uses Agonizing Harmony, shifts up to their speed, and then uses Agonizing Harmony again.
★
End Effect
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.
★
Lethe
While the chorogaunt is winded, they gain an edge on strikes, and any strike made against them gains an edge.
★
Soulsight
Any creature within 2 squares of the chorogaunt can't be hidden from them.