War Dog Hypokrite

Level 4 Band Ambusher
Humanoid, War Dog EV 6
Stamina 30
Speed 8 Size 1M / Stability 0
Free Strike 3

Might

1

Agility

3

Reason

0

Intuition

0

Presence

2

Needle-Knife 2d10 + 3

Melee, Strike, Weapon Signature Action
Melee 1 One creature or object
≤11: 6 damage 12—16: 8 damage;
A<2 bleeding (save ends)
17+: 10 damage;
A<3 bleeding and weakened (save ends)
Effect:

This ability deals an additional 6 damage if the hypocrite is hidden or disguised.

Feign Death (2 Malice)

Triggered Action
Ranged 20 Self
The hypokrite takes damage.
Effect:

The hypokrite activates their Loyalty Collar ability and teleports to an unoccupied square adjacent to an ally within distance alive.

Face in the Crowd

The hypokrite is invisible while adjacent to an unhidden ally. When using the Hide maneuver, the hypocrite can choose to disguise themself as another creature within line of effect.

Loyalty Collar

When the hypokrite 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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