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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.