Gnoll Abyssal Archer

Level 2 Band Artillery
Abyssal, Gnoll EV 4
Stamina 15
Speed 5 Size 1M / Stability 1
Free Strike 3

Might

0

Agility

2

Reason

1

Intuition

0

Presence

-1

Dark Longbow 2d10 + 2

Ranged, Strike, Weapon Signature Action
Ranged 10 1 creature or object
≤11: 5 corruption damage 12—16: 6 corruption damage 17+: 8 corruption damage;
M<2 slowed (save ends)
Effect:

This ability has an edge against creatures not at full Stamina.

Cackletongue (2 Malice)

Maneuver
Self and 2 burst Self and all allies
Effect:

Each target has an edge on their next strike before the end of their next turn. Targets who haven’t used a cackletongue maneuver on this turn use it immediately at no cost.

Death Frenzy

Whenever an ally within 5 is reduced to 0 Stamina, the abyssal archer moves up to their speed and makes a free strike.

Bloodscent

The abyssal archer can target creatures not at full Stamina with abilities, even if they don’t have line of effect.

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  1. Gnoll Malice


    1. Iron Jaws

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

        A gnoll acting this turn drops an iron jawed snare into the affected area. The first time an enemy steps into an affected square, they make an Agility test. If they were unaware of the snare, they make the roll with a bane.

      3. ≤11: 6 damage;
        bleeding (save ends)
        12—16: 4 damage;
        bleeding (EoT)
        17+: no effect
      4. Effect

        While an enemy is bleeding from the snare, each gnoll has an edge on strikes made against the creature.

    2. Bloodpool

      5 Malice
      1. 1 minion gnoll suddenly explodes into a pool of blood, splattering across each square within 3. A gnoll that starts their turn in an affected square deals an additional 5 damage on their next strike until the end of their turn. Once per round, an abyssal hyena that starts their turn in an affected square turns into a gnoll marauder, keeping their Stamina.

    3. Echoes of Laughter

      10 Malice
      1. The battlemap is encased in a soundscape of laughter and howling. Each enemy has a bane on the first power roll they make during a round. Whenever a gnoll is killed, this effect is suppressed until the start of the next round.

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