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Lumbering Egress

Level 6 Leader · Draw Steel Monsters v1

Lumbering Egress

Level 6 Leader
Abyssal, Demon EV 32
Size
3
Speed
6
Stamina
180
Stability
3
Free Strike
7
Immunity: — Weakness: Holy 5
Movement: —
M +4
A -1
R +1
I +2
P +2
◆ Ensnarer Cannon 2d10 + 4
Signature Ability
Magic, Ranged, Strike ◎ Main action
⚔ Ranged 10 ◎ Two creatures or objects
≤11 12 corruption damage; A<2 restrained (save ends)
12–16 16 corruption damage; A<3 restrained (save ends)
17+ 19 corruption damage; A<4 restrained (save ends)
2 Malice: Two ensnarers appear in unoccupied spaces adjacent to each target. On a tier 3 outcome, four ensnarers appear.
◆ Demonic Egress
2 Malice
Area ◎ Maneuver
⚔ 3 burst ◎ Special
Effect: Four level 1 demon minions (most commonly ensnarers, frenzieds, and pitlings) burst forth from the egress and appear in unoccupied spaces in the area.
2 Malice: Four level 4 demon minions (most commonly orliq, grulqins, and wobalas) appear instead.
◆ Abyssal Protectors
2 Malice
Area, Magic ◎ Triggered action
⚔ 5 burst ◎ Special
Trigger: The last ally minion on the encounter map dies, or the egress is reduced below 25 Stamina.
Effect: Eight ensnarers appear anywhere in the area.
◆ Frenzied Deluge 2d10 + 4
Villain Action 1
Ranged
⚔ Ranged 10 ◎ Three enemies
≤11 7 corruption damage
12–16 12 corruption damage
17+ 15 corruption damage; two frenzieds appear in unoccupied spaces adjacent to each target
◆ Fold Space
Villain Action 2
Ranged
⚔ Ranged 20 ◎ Self
Effect: The egress folds into their own portal and teleports to an unoccupied space within distance. Four level 4 demon minions (most commonly orliq, grulqins, and wobalas) appear in squares in the egress's former space.
◆ Blood of the Abyss 2d10 + 4
Villain Action 3
Area, Magic
⚔ 10 × 3 line within 1 ◎ Each enemy and object in the area
≤11 6 corruption damage; R<2 weakened (save ends)
12–16 11 corruption damage; R<3 weakened (save ends)
17+ 14 corruption damage; R<2 weakened (save ends)
Effect: The egress recalls and instantly destroys any minion allies on the encounter map. A torrent of churned-up minion bodies, blood, and ichor erupts from the egress, dealing an extra 1 damage for each minion destroyed this way.
★
End Effect
At the end of each of their turns, the egress can take 10 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.