Lord Syuul
Level 6 SoloMight
1Agility
3Reason
4Intuition
4Presence
3Solo Monster
Solo Turns Lord Syuul takes up to two turns each round. He can’t take turns consecutively. He can use two actions on each of his turns. While dazed, he can take one action and one maneuver per turn.
End Effect At the end of his turn, Lord Syuul can take 10 damage to end one save ends effect affecting him. This damage can’t be reduced in any way.
Tentacle Grab (Action) ♦ 2d10 + 4 ♦ Signature
A<2 grabbed 12—16: 17 damage;
A<3 grabbed 17+: 20 damage;
A<4 grabbed
The distance of this ability increases to Melee 10. Each target grabbed by Lord Syuul is immediately pulled 10.
Dampening Grenade (Action) ♦ 2d10 + 4
All psionic or magical abilities within the affected area have a double bane. All tests against psionic or magical effects within this area have a double edge.
effect ends after 2 turns. 12—16: 10 damage;
effect ends after 1 round. 17+: 13 damage;
effect ends with the encounter.
Mind Blown (Action) ♦ 2d10 + 4 ♦ 7 Malice VP
If this action reduces the target to 0 Stamina and they have a brain, their brain explodes, instantly killing them.
You Come With Me (Maneuver)
Lord Syuul teleports 5 along with each creature and object he has grabbed. He can release them as part of this maneuver.
Adaptability (Triggered Action)
Lord Syuul gains immunity 5 to the triggering type of damage until the start of his next turn.
Mind Over Manners
When Lord Syuul uses an ability with the Psionic keyword, he can do so as if he were in the space of any creature within line of effect he has observed using an ability with the Psionic keyword.
See Only Me (Villain Action 1)
Each target makes an Intuition test.
can’t establish line of effect to creatures besides Lord Syuul, and strikes targeting Lord Syuul have a bane (save ends) 12—16: 13 psychic damage;
can’t establish line of effect to creatures besides Lord Syuul (save ends) 17+: 7 psychic damage
Phantom Pain (Villain Action 2)
Lord Syuul teleports up to 10 and projects an illusory double within 10. The double can’t move or act, but Lord Syuul can use psionic abilities as if he were in its space. When a creature touches or damages the double with a melee strike, they take 10 psionic damage. The double disappears when Lord Syuul takes damage.
Mindshatter (Villain Action 3) ♦ 2d10 + 4
Each target gains damage weakness 3 until the end of the encounter.