Bugbear Channeler

Level 2 Troop Controller
Bugbear, Goblin, Humanoid, Fey EV 16
Stamina 60
Speed 5 Size 1L / Stability 0
Free Strike 5

Might

1

Agility

1

Reason

2

Intuition

2

Presence

2

Shadow Drag 2d10 + 2

Magic, Strike, Ranged Signature Action
Ranged 8 2 creatures or objects on the ground
≤11: 7 damage;
pull 2
12—16: 10 damage;
pull 3
17+: 13 damage;
pull 4
Effect:

Each square that a target is pulled through becomes difficult terrain for enemies.

Blistering Element 2d10 + 2

Area, Magic Action
3 burst All enemies in the burst
≤11: 2 damage;
M<0 bleeding (save ends)
12—16: 3 damage;
M<1 bleeding (save ends)
17+: 4 damage;
M<2 bleeding (save ends)
Effect:

The channeler chooses one of the following damage types for the damage: acid, cold, corruption, fire, or poison.

Twist Shape (5 Malice) 2d10 + 2

Magic, Ranged Action
Ranged 5 1 creature
≤11: 5 corruption damage;
P<0 slowed (save ends)
12—16: 8 corruption damage;
P<1 shapechanged (save ends)
17+: 11 corruption damage;
P<2 shapechanged (save ends)
Effect:

A shapechanged creature has their limbs violently stretched and their skin becomes paper thin. They are slowed and have fire weakness 10 while they have this effect.

Throw

Attack, Melee Maneuver
Melee 1 1 creature or object grabbed by the channeler
Effect:

Vertical push 3. An ally target doesn’t take damage from being force moved.

Catcher

Free Triggered Action
Melee 1 1 size 1 creature or object
The target is force moved into a square adjacent to the channeler.
Effect:

The target is grabbed by the channeler.

Shadow Veil (1 Malice)

Magic, Ranged Triggered Action
Ranged 5 1 ally
The target takes damage.
Effect:

The channeler collapses the target into their shadow and halves the damage. The target can’t be targeted by strikes until they reform from the shadows at the start of their next turn.

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  1. Goblin Malice


    1. Goblin Mode

      3 Malice
      1. Each goblin in the encounter gains a +2 bonus to speed until the end of the round.

    2. Tiny Stabs

      5 Malice
      1. Each enemy in the encounter takes 1 damage for each goblin adjacent to them.

    3. Swamp Stink

      7 Malice
      1. The encounter map becomes covered in a green mist that lasts until the end of the round, and which can’t be dispersed by wind. All areas of the map become difficult terrain for non-goblins, and each non-goblin on the map must make a Might test.

      2. ≤11: 5 poison damage;
        weakened until mist disappears
        12—16: Weakened until mist disappears 17+: No effect

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  2. Bugbear Malice


    1. Goblin Malice Features

      X Malice
      1. The bugbear activates a malice feature available to goblins.

    2. Grab Iron Ball

      3+ Malice
      1. For every 3 malice spent, one bugbear acting this turn grabs an iron ball. The iron ball can be thrown like a creature. A creature hit by the iron ball takes an additional 3 damage and is M<1 slowed (save ends).

    3. Grab Javelin

      5+ Malice
      1. For every 5 malice spent, one bugbear acting this turn grabs a javelin. The javelin can be thrown like a creature. A creature hit by the javelin takes an additional 7 damage and is M<1 bleeding (save ends). While bleeding this way, an ally within 2 of the creature can use a free maneuver on their turn to pull the creature 2 squares.

    4. Show Them the Great Fear

      10 Malice
      1. A bugbear infuses the battle map with bu’gathic magic. Until the end of the encounter, each bugbear and ally has their speed doubled, adds the Climb keyword to their speed, and inflicts I<1 frightened (save ends) on their strikes. Each affected creature then moves up to their speed.

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