Dwarf Marauder¶
Dwarf Marauder
Levitating Axes
A target restrained by a dwarf can be force moved by this ability. This forced movement doesn't end the restrained condition unless the Director determines otherwise.
Magnetomancy
The target vertical slides up to 5 squares. A target restrained by a dwarf can be force moved by this ability. This forced movement doesn't end the restrained condition unless the Director determines otherwise.
Your Weapon Is Useless
A creature makes a melee strike against the target.
The target halves any damage from the strike and the triggering creature takes 4 damage.
End Effect
At the end of each of their turns, the marauder lord can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
*Villain Actions
Ajax Will Pay Well for These Specimens
The marauder lord uses Levitating Axes against each target, making one power roll against all targets.
Don't Let Them Escape!
Each target shifts up to their speed. The marauder lord then uses Levitating Axes.
Test Your Metal!
The marauder lord creates three size 2 metal objects in unoccupied spaces within distance. Whenever the marauder lord uses Magnetomancy, they can additionally target one of these objects.
*Malice Features
At the start of any dwarf's turn, you can spend Malice to activate one of the following features. Dwarf Malice
Breaching Charge
A dwarf can destroy one adjacent object or square of wall for each 3 Malice spent. Each enemy adjacent to the destroyed object or square takes the object's Stamina in damage (3 for wood, 6 for stone, or 9 for metal).
Rappelling Barrage
Each dwarf acting this turn can automatically climb at full speed while moving. At any point during this movement, they can make a free strike.
Snaring Line
Each target makes an Agility test.
This ability can't be used by a minion.
The snaring line remains until the end of the encounter. Any enemy who moves into the area for the first time in a round or starts their turn there must make the test.