Humanoid, Soulless, War Dog
EV 48
Immunity: โ
Weakness: โ
Movement: โ
Might
+5
Agility
+4
Reason
+4
Intuition
+1
Presence
+2
◆
2d10 + 5
Signature Ability
Melee,
Strike,
Weapon
◎ Main action
⚔ Melee 2
◎ Two creatures or objects
≤11
15 damage
12–16
21 damage; Doru gains an edge on his next power roll; M<4 slide 3
17+
25 damage; Doru has a double edge on his next power roll; M<5 slide 5
Effect: The damage from this ability can't be reduced in any way.
3 Malice: This ability targets one additional target.
Area,
Weapon
◎ Main action
⚔ Burst 3
◎ Each creature and object in the area
≤11
5 damage; A<3 bleeding (save ends)
12–16
11 damage; A<4 bleeding (save ends)
17+
15 damage; A<5 bleeding (save ends)
Effect: This ability deals an extra 5 damage for each winded target in the area.
⚔ Ranged 5
◎ One creature or object
Effect: Doru jumps to an unoccupied space adjacent to the target, then can make a free strike against them. If the target is bleeding or winded, the distance of the ability becomes Ranged 10 and the free strike deals an extra 5 damage.
⚔ Self
◎ Self
Trigger: An enemy makes a strike against Doru.
Effect: The triggering strike takes a bane and Doru gains an edge on his next power roll.
★
Iron Juggernaut
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.
★
The Scarless
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.
★
Champion's Loyalty Collar
When Doru is reduced to 0 Stamina, his loyalty collar explodes, dealing 20 damage to each enemy and object within 3 squares of him.