Time Raider Myriad

Level 3 Minion Brute
Humanoid, Time Raider EV 10
Stamina 8 Immunity Psychic 3
Speed 5 Size 1M / Stability 0
With Captain Strike damage +1 Free Strike 3

Might

2

Agility

1

Reason

2

Intuition

1

Presence

1

Fifth Fist 2d10 + 2

Melee, Psionic, Strike, Weapon Signature Action
Melee 2 One creature or object per minion
≤11: 3 damage;
slide 1
12—16: 5 damage;
slide 2
17+: 6 damage;
slide 3;
prone

Foresight

The myriad doesn’t have a bane on strikes against concealed creatures.

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  1. Time Raider Malice


    1. Gravity Well

      3 Malice
      1. Area, Psionic, Weapon Maneuver
        5 cube within 3
        Special
      2. Effect

        A time raider acting this turn activates a gravity well in the affected area. The gravity well sits in the center of the cube and lasts until the end of the encounter or until a creature who can reach the well uses a maneuver to disable it. The affected area is considered difficult terrain for enemies. Whenever an enemy ends their turn in an affected square, they are pulled 4 towards the well.

    2. Recall Module

      5 Malice
      1. Until the end of the round, each time raider has the teleport keyword added to their movement and their speed increases by 3.

    3. Psi-Cage

      10 Malice
      1. All time raiders in the encounter create a psionic field over the encounter map, which lasts until the time raider with the highest Stamina maximum drops to Stamina 0 or chooses to end the field. While the field is up, each non-time raider on the map must make a Reason test against this psionic effect at the start of each round.

      2. ≤11: 10 psychic damage;
        slowed (EoT)
        12—16: 7 psychic damage;
        slowed (EoT)
        17+: No effect

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