Human Death Cultist

Level 2 Platoon Support
Human, Humanoid EV 8
Stamina 40 Immunity Corruption 2, Psychic 2
Speed 5 Size 1M / Stability 0
Free Strike 4

Might

0

Agility

1

Reason

0

Intuition

0

Presence

2

Death Scythe 2d10 + 2

Magic, Melee, Ranged, Strike, Weapon Signature Action
Melee 1 or Ranged 10 One creature or object
≤11: 6 corruption damage 12—16: 9 corruption damage 17+: 12 corruption damage;
I<2 weakened (save ends)
2 Malice:

The death cultist regains Stamina equal to half the damage dealt by this ability.

Rise, My Minions (1 Malice per minion)

Area Maneuver
5 burst One or more dead minions
Special:

Each target must have died during this encounter

Effect:

Each target revives with their full Stamina. They immediately die at the end of the encounter or if the death cultist is killed. A target can be revived multiple times by this ability.

Supernatural Insight

The death cultist ignores concealment if it’s granted by a supernatural effect, or the target is supernatural.

Report Issue

You must be logged in to report an issue.

Log in
  1. Human Malice


    1. Alchemical Device

      3 Malice
      1. Area, Magic, Ranged Maneuver Non-Minion
        3 cube within 10
        Each enemy in the cube
      2. ≤11: 4 corruption damage;
        A<0 slowed (save ends)
        12—16: 6 corruption damage;
        A<1 slowed (save ends)
        17+: 9 corruption damage;
        A<2 restrained (save ends)
    2. Exploit Opening

      5 Malice
      1. Until the end of their turn, each human acting this turn has an edge on their abilities, or a double edge if their ability targets an enemy affected by a condition.

    3. Staying Power

      7 Malice
      1. Each non-minion human in the encounter regains Stamina equal to 5 times their level.

    Report Issue

    You must be logged in to report an issue.

    Log in