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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.