Immunity: โ
Weakness: โ
Movement: โ
Might
+3
Agility
0
Reason
+2
Intuition
+1
Presence
0
◆
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.
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.
⚔ 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.
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.
⚔ 5 burst
◎ Each ally in the area
Effect: Each target shifts up to their speed. The marauder lord then uses Levitating Axes.
⚔ 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.