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Archer's Stakes


Level 1 Fortification · Defender

Archer's Stakes

A series of sharp stakes have been placed point-out to protect defenders against charges and other direct attacks.
EV
2
Stamina
3 per square
Size
One or more squares of difficult terrain
Typical Space
4 x 1-square area
Direction
One side of the stakes is defined as the front.
🌀

Deactivate

Each square of stakes must be individually destroyed.

Activate

Effect

The triggering creature takes 2 damage per square of stakes they enter. If they are force moved into an area of stakes, they take an additional 3 damage.

A creature enters an area of stakes from the front.
⭐️

Upgrades

Poison (+2 EV) The tips of the stakes have poison applied to them. Any creature who takes damage from the stakes also takes 1d6 poison damage at the start of each of their turns (save ends). Sticky (+3 EV) A sticky slime or webbing has been applied to the stakes and the ground between them. Any creature who enters an area of stakes triggers the Sticky Stakes ability in addition to suffering the stakes' other effects.
❗️
Free triggered action

Sticky Stakes

MeleeStrikeWeapon
Distance
Melee 0
Targets
The triggering creature or object
Power Roll+ 2
!No effect.
@A < 1 slowed (save ends)
#A < 2 restrained (save ends)
Trigger

A creature or object enters an area of sticky stakes.

⭐️

Allied Awareness

Allies of this object ignore the difficult terrain created by the stakes, take no damage from moving through the stakes unless they are force moved, and have cover while in an area of archer's stakes.
Source: Draw Steel: Monsters · printing 1.01