Earthdawn (Emergence Era) Monsters
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Jethura
Level 5 Elite | 32 HP | 1x1 | 8 Movement, Leaper, Climber |
Elitish Action: While not Bloodied, take two consecutive turns on your Initiative count. | |||
Elitish Saves: While Bloodied, automatically succeed on all Saving Throws. | |||
Stable Footing: Whenever knocked Prone, make a Saving Throw to avoid it. Reduce Forced Movement by 1. | |||
Painful Touch: Any character that Grabs you takes 2 damage. | |||
⚔ Laceration | At-Will | Melee | 3 Damage |
Effect: 2 damage On 6: Implanted and Panicked (see table) instead, once max per opponent. | |||
⚔ Iron Maze | Encounter | Burst 20 | |
Effect: A wandering path is drawn from each target to Jethura, open only on his end. | |||
⚡ Binding Web | At-Will | Reaction / Miss Trigger | |
Make a Saving Throw or Restrained (Immobilized. Disad. on attacks. No O/M.) (escape ends) |
Level 5 Goon | 5 TH | 2x2 | 6 Movement, Climber |
Mob: Any Burst or other area attack that can target multiple squares of the mob does double its base damage. Can occupy the same space as other creatures and can move into their squares without provoking Opportunities. Makes an attack against any enemy starting its turn in the mob. May ignore or resist many Statuses and Effects due to the rule Fiction Takes Precedence (see page 91). | |||
Short Reach: You have Reach 0. That is, you must be in someone’s space to attack. | |||
Disperse: When damaged but not Taken Out, the swarm disperses around the room. It cannot be attacked or even damaged while dispersed. When it starts its next turn, it coalesces in a square within 10 of where it dispersed. | |||
⚔ Swarming Stings | At-Will | Melee 0 | 2 Damage |
Effect: Target is Blinded (All your attacks have Disad. Melee attacks against you have Adv. No O/M.) until e.o.n.t. | |||
⚡ Reposition | At-Will | Reaction / Miss Trigger | |
The swarm disassociates and then reassociates in the attacker’s square if within 10. |
Level 5 Stooge | - HP | 1x1 | 6 Movement, Climber |
Stooge: Fails all savings throws. Does 1 damage on an Opportunity. | |||
⚔ Web | At-Will | Melee | |
Immobilized (cannot move) (escape ends) |
Freshwater Squid
Surface of the water provides cover to submerged targets.
Level 4 Standard | 14 HP | 2x2 | 8 Movement in water, 2 on land |
Vulnerable on Land: Disadvantage to attack when on dry land, and Advantage to be attacked. | |||
Swimmer: You have Advantage on attacks against any enemy in the water that does not have a Swimmer trait. | |||
Abductor: May move normally while Grabbing enemies, dragging them along. | |||
Wrestler: Advantage on escape rolls. Enemies have Disadvantage on rolls to escape you. | |||
Reach 2 | |||
⚔ Grab | At-Will | Melee 2 | 2 Damage |
Effect: Target is Grabbed (Immobilized until escape. No O/M.) | |||
⚔ Drown | At-Will | Melee 2 | 2 Damage |
Special: Target must be Grabbed and in the water Effect: The Squid has Cover (target has Disad. to attacks) from the target until e.o.n.t. | |||
⚔ Crush | Encounter | Melee 2 | 3 Damage |
Special: Target must be Grabbed Effect: Dazed (Only one Action per turn. No O/M.) (save ends) | |||
⚡ Submerge | At-Will | Reaction / Miss Trigger | |
Special: Must be at the surface of the water Shift 1 square below the water. |
The Cadaver Men
Level 4 Goon | 4 TH | 1x1 | 6 Movement |
Slow Start: Always lose Initiative. | |||
Frenzied Action: When Blooded, gain an extra Attack Action each turn. | |||
⚔ Bash | At-Will | Melee | 2 Damage |
Effect: Weakened (Half damage, round down.) until e.o.n.t. | |||
⚡ Moan | At-Will | Reaction / Bloodied | |
Revive a fallen ally at 1 HP | |||
⚡ Recover | At-Will | Reaction / Miss Trigger | |
If Bloodied, recover to full health |
The Southern Warband
Level 3 Standard | 12 HP | 1x1 | 0 Movement |
Strapped In: Immobile; Immune to Forced Movement including pushes, pulls, slides, and throws; Cannot be knocked Prone. | |||
⚔ Heavy Bolt | At-Will | Ranged 10 | 2 Damage |
Effect: Ongoing 3 Damage (save ends) | |||
⚔ Multi-Bolt | At-Will | Ranged 10 Burst 1 | 1 Damage |
Effect: Ongoing 3 Damage (save ends) | |||
👪 Healing Potion | Encounter | ||
Heal 6 HP | |||
⚡ Grind the Gears | At-Will | Reaction / Miss Trigger | |
Slide everyone on the tower who isn’t strapped in or flying one square in any one direction. |
Level 3 Standard | 12 HP | 2x2 | 6 Movement |
Heavy: Cannot be thrown, and reduce Forced Movement by 1. | |||
Stable Footing: When knocked Prone, make a Saving Throw to avoid it. Reduce Forced Movement by 1. | |||
Regenerate 2: Regenerate 2 Hit Points at the start of each turn. | |||
Reach 2 | |||
⚔ Attack | At-Will | Melee 2 | 2 Damage |
Effect: 2 damage | |||
⚔ Whirling Throw | At-Will | Burst 2 | 1 Damage |
Effect: Throw 3 squares | |||
⚔ Whirling Trip | Encounter | Burst 2 | 2 Damage |
Effect: Prone (Slowed. No O/M. Stand up as Move Action.) | |||
⚡ Focused Regen | At-Will | Reaction / Miss Trigger | |
Regain 2 HP |
Level 3 Goon | 4 TH | 1x1 | 6 Movement |
Weak Damage: -1 damage to all attacks. (included in below damage listings) | |||
Stable Footing: Whenever knocked Prone, make a Saving Throw to avoid it. Reduce Forced Movement by 1. | |||
Dodge: Whenever granting one or more Opportunities, roll a Saving throw to avoid the damage and effects of one of them (of your choice). | |||
⚔ Wrap | At-Will | Melee | 1 Damage |
Effect: Restrained (Immobilized. Disad. on attacks. No O/M.) (save ends) | |||
⚔ Restrain | Encounter | Melee | Reaction / Bloodied |
Effect: Attacker is Incapacitated (Prone, Stunned, some of your effects end.) (save ends) | |||
⚡ Focused Regen | At-Will | Reaction / Miss Trigger | |
Region 2 HP |
Level 3 Goon | 4 TH | 1x1 | 6 Movement |
Flyer: Start combat with the Flying Status and can gain the Flying Status when taking any Move Action. (Cannot melee, cannot be melee’d, except for other Flyers. No Opportunities against nor from non-Flyers.) | |||
Lightweight: All Forced Movement against you is increased by 1, and you have Disadvantage to escape Grabs. | |||
Reach 0: You must be in someone’s space to melee them, including attacks of Opportunity. | |||
⚔ Chaos Ball | At-Will | Ranged 10 Burst 1 | 1 Damage |
Effect: Panicked (per table) (save ends) | |||
👪 Curse | At-Will | ||
One target within 10 is Vulnerable 1 (save ends) | |||
⚔ Furious Response | Encounter | Reaction / Bloodied | |
Attacker is Blinded (All your attacks have Disad. Melee attacks against you have Adv. No O/M.) (save ends) | |||
⚡ Cursing Response | At-Will | Reaction / Miss Trigger | |
Attacker takes an extra Strike. |
Tabaxi Scouts
Level 2 Standard | 10 HP | 1x1 | 8 Movement |
Take Advantage: Deal 1 extra damage (3 total) when hitting with an attack with Advantage. [1] | |||
⚔ Parrying Stance | At-Will | Melee | 2 Damage |
Effect: Guarded (6 -> 5, 4 -> 3) against the target until the e.o.n.t | |||
⚡ Reposition | Encounter | Reaction / Bloodied | |
Both the Fencer and the Tabaxi Grunt (if still alive) may shift 4 squares. | |||
⚡ Counterattack | At-Will | Melee | Reaction / Miss Trigger |
Attacker takes 2 damage. |
Level 2 Goon | 4 TH | 1x1 | 8 Movement, shift 3 |
⚔ Strike | At-Will | Melee | 2 Damage |
Effect: 2 extra damage | |||
⚡ Get 'Em | Encounter | Reaction / Bloodied | |
If still alive, the Cathound charges the attacker. | |||
⚡ Counterattack | At-Will | Reaction / Miss Trigger | |
Attacker takes 2 damage. |
Level 2 Goon | 4 TH | 1x1 | 8 Movement |
Defender: Enemies are Marked whenever they are within reach. | |||
⚔ Crushing Blow | At-Will | Melee | 2 Damage |
Effect: Target is Weakened (half damage, round down) until e.o.n.t. | |||
⚡ You Are Nothing | Encounter | Melee | Reaction / Bloodied |
Attacker takes 3 damage. | |||
⚡ Counterattack | At-Will | Melee | Reaction / Miss Trigger |
Attacker takes 2 damage. |
Level 2 Standard | 10 HP | 2x2 | 10 Movement |
⚔ Ferocious Charge | At-Will | Melee | 2 Damage |
Special: May be used on a charge. | |||
Effect: Deal damage to and then drag the target equal to one quarter the number of squares you charged to make this attack (round up). | |||
⚡ Frenzy | Encounter | Reaction / Bloodied | |
Take an immediate turn, acting as if Frenzied. | |||
⚡ Chargeback | At-Will | Reaction / Miss Trigger | |
Deal 2 damage to attacker if in range. Otherwise, charge the attacker if it is within charging range. |