War Dog Arachnite

Level 6 Band Artillery
Humanoid, War Dog EV 8
Stamina 35 Immunity psychic 6
Speed 5 (climb) Size 1L / Stability 0
Free Strike 4

Might

0

Agility

3

Reason

2

Intuition

2

Presence

1

Longarm Shrikegun 2d10 + 3

Ranged, Strike, Weapon Signature Action
Ranged 15 1 creature or object
≤11: 7 special damage 12—16: 9 special damage 17+: 11 special damage;
A<3 bleeding (save ends)
Effect:

This ability ignores cover and concealment. The arachnite chooses one of the following damage types when making the attack: acid, cold, fire, lightning, poison, psychic, or sonic.

2 Malice:

The arachnite can use this ability as if they were occupying the space of an ally within distance.

Web Vial

Area, Ranged Maneuver
2 Cube within 10 Special
Effect:

The affected area becomes difficult terrain.

Eight-Eyed Sight

The arachnite automatically finds all hidden creatures within 10 at the start of their turn.

Loyalty Collar

When the arachnite dies, they explode, dealing 2d6 damage to each adjacent enemy.

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  1. War Dog Malice


    1. Reconstitute

      3 Malice
      1. One war dog acting this turn tears apart a nearby corpse of a humanoid and incorporates its body parts into their own. The war dog regains Stamina equal to 5 times their level.

    2. Fire for Effect

      5 Malice
      1. Area, Magic, Ranged Maneuver
        4 cube within 10
        Each creature in the cube
      2. Effect

        Each target makes an Agility test.

      3. ≤11: 5 fire damage;
        slowed or weakened (save ends)
        12—16: 5 fire damage;
        slowed or weakened (EoT)
        17+: 5 fire damage
    3. Fodder Run

      7 Malice
      1. Each war dog minion can shift up their speed, make a free strike, and then die.

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  2. War Dog Malice (Level 4+)


    1. Prior Malice Features

      X Malice
      1. The war dog activates a malice feature available to war dogs level 3 or lower.

    2. Loyalty Unto Death

      3 Malice
      1. Magic, Ranged Maneuver
        Ranged 10
        Two war dogs with loyalty collars
      2. Effect

        Each target shifts up to their speed and has their loyalty collar detonates, killing them instantly. Enemies adjacent to each target must make a Presence test.

      3. ≤11: push 4;
        frightened of the nearest non-minion war dog (save ends)
        12—16: push 2;
        frightened of the nearest non-minion war dog (EoT)
        17+: push 2

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