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Dwarf Marauder Lord

Level 3 Leader ยท Draw Steel Monsters v1

Dwarf Marauder Lord

Level 3 Leader
Dwarf, Humanoid EV 20
Size
1M
Speed
5
Stamina
132
Stability
4
Free Strike
5
Immunity: โ€” Weakness: โ€”
Movement: โ€”
M +3
A 0
R +2
I +1
P 0
Levitating Axes 2d10 + 3
Signature Ability
Melee, Ranged, Strike, Weapon ◎ Main action
⚔ Melee 1 or ranged 10 ◎ Two creatures or objects
≤11 8 damage; slide 1
12–16 12 damage; slide 3
17+ 15 damage; slide 5
Effect: A target restrained by a dwarf can be force moved by this ability. This forced movement doesn't end the restrained condition unless the Director determines otherwise.
3 Malice: A target force moved adjacent to an ally of the marauder lord is restrained until the end of their next turn.
Magnetomancy
Psionic, Ranged ◎ Maneuver
⚔ Ranged 10 ◎ One creature or object
Effect: The target vertical slides up to 5 squares. A target restrained by a dwarf can be force moved by this ability. This forced movement doesn't end the restrained condition unless the Director determines otherwise.
5 Malice: This ability takes the Area keyword and loses the Ranged keyword, its distance becomes a 10 burst, and it targets each restrained creature in the area.
Your Weapon Is Useless
Triggered action
Psionic, Ranged
⚔ Ranged 10 ◎ Self or one ally
Trigger: A creature makes a melee strike against the target.
Effect: The target halves any damage from the strike and the triggering creature takes 4 damage.
Ajax Will Pay Well for These Specimens
Villain Action 1
Area, Psionic, Ranged, Weapon
⚔ 5 cube within 10 ◎ Each enemy in the area
Effect: The marauder lord uses Levitating Axes against each target, making one power roll against all targets.
Don't Let Them Escape!
Villain Action 2
Area
⚔ 5 burst ◎ Each ally in the area
Effect: Each target shifts up to their speed. The marauder lord then uses Levitating Axes.
Test Your Metal!
Villain Action 3
Psionic, Ranged
⚔ Ranged 10 ◎ Special
Effect: The marauder lord creates three size 2 metal objects in unoccupied spaces within distance. Whenever the marauder lord uses Magnetomancy, they can additionally target one of these objects.
End Effect
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.