Earthdawn Monsters

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The Horror Verjigorm

Verjigorm.jpg


Verjigorm (Main)
Level 6 Titan 72 HP 46x32 0 Movement
Champion Saves: Automatically succeed at all Saving Throws.
Champion Action: Take a full turn on initiative counts of 7, 5, and 3.
In the Air: Equivalent to Flying status. Lost when all Legs are destroyed.
Massive: Immune to Forced Movement including pushes, pulls, slides, and throws.
Belly Crawl: Cannot be knocked Prone.
Recharge: When rolling a 5 or 6 on a single-target attack or a 6 on a multi-target attack, recharge one Encounter Power.
Subdue At-Will Melee / Ranged 5 3 Damage
Effect: Weakened (Half damage, round down.) until e.o.n.t.
Corrupt Encounter Ranged 10 4 Damage
Effect: Blinded (All your attacks have Disad. Melee attacks against you have Adv. No O/M.) (save ends)
Shield At-Will Reaction / Miss Trigger
Gain cover from all attacks until the end of your next turn.
Horns 18 HP 46x32 0 Movement
In the Air: Equivalent to Flying status. Lost when all Legs are destroyed.
Cold: Immune to Panic, fear-based effects, and psychic effects.
Summoner: At the start of your turn, summon 6 Cadaver Men. They act at Initiative 0.
Destroy At-Will Ranged 10 3 Damage
Effect: Take Out any number of Cadaver Men within 5 squares of the target. Deal 2 extra damage per unit sacrificed.
Swarm At-Will Reaction / Miss Trigger
One Cadaver Man may move twice its speed and make an attack.
Protect Once Per Round Interrupt
Trigger: An enemy hits you with an attack.
The attack hits a Cadaver Man that could have been targeted instead.
18 x Legs - HP 1x1 5 Movement, Leaping
Strength: When Slowed, Speed is 4, not 2. When Immobilized, ignore that effect but Speed is instead 2. When Grabbed, move freely, dragging the grabber along unless they choose to let go.
Painful Touch: Any character that Grabs you takes 2 damage or suffers some effect.
Damaging Aura: Any creature that starts its turn adjacent to a Leg takes 2 damage.
Effect Aura: Any creature that starts its turn adjacent to a Leg is Distracted (No Role Actions. No O/M.) until e.o.n.t.
Stomp At-Will Melee 3 Damage
Special: Leap the leg to another square within 5. May take attacks of opportunity at the start or finish, but not for movement in between.
Effect: Prone (Slowed. No O/M. Melee attacks against you have Adv. Stand up as Move Action.)
Lash Back At-Will Melee Reaction / Miss Trigger
Attacker takes 2 damage and is knocked Prone.


Empowered Cadaver Man
Level 3 Minion - HP 1x1 4 Movement
Stooge: Fails all savings throws. Does 1 damage on an Opportunity.
Attack Magnet: All ranged attacks target the nearest instance of this creature, regardless of who the attacker thought they were targeting or what they intended.
Grab At-Will Melee 1 Damage
Effect: Grabbed (Immobilized until escape. No O/M.)

Jethura

Jethura.jpg


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)


Spiderspawn Swarm
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.


Spider Son
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.

3 x Giant Freshwater Squid
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

CadaverMan.jpg


4 x Cadaver Man
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

Dwarf.jpg


Dwarf Engineer
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.


Troll.jpg


Troll Adept
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


T'skrang.jpg


T'skrang Rope Dancer
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


Windling.jpg


Windling Mage
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

Meera: Tabaxi Fencer
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.


Ro’wa: Tabaxi Swordsman
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.


Mo’raw: Tabaxi Grunt
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.


Sna’ro: Cathound
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.