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Human Apprentice Mage


Monster

Human Apprentice Mage

Human, Humanoid
Level 2
Minion Controller
EV 4 for four minions
1MSize
5Speed
4Stamina
0Stability
2Free Strike
ImmunityCorruption 2, psychic 2
Weakness
Movement
With Captain+5 bonus to ranged distance
M+0Might
A+1Agility
R+0Reason
I+0Intuition
P+2Presence
l

Lightning Strike

Signature
KeywordsMagicRangedStrike
DistanceRanged 10
TargetOne creature or object per minion
Power Roll+ 2
!2 lightning damage
@3 lightning damage
#5 lightning damage
Effect

If the apprentice mage doesn't use a maneuver or a move action this turn, the target is also slowed (EoT).

*

Supernatural Insight

The apprentice mage ignores concealment if it's granted by a supernatural effect.

*Malice Features

At the start of any human's turn, you can spend Malice to activate one of the following features. Human Malice

*

Alchemical Device

KeywordsAreaMagicRanged
ActionManeuver
Distance3 cube within 10
TargetEach enemy and object in the area
Power Roll+ 2
!4 corruption damage; A < 0 slowed (save ends)
@6 corruption damage; A < 1 slowed (save ends)
#9 corruption damage; A < 2 restrained (save ends)
Special

This ability can't be used by a minion.

*

Exploit Opening

Each human acting this turn gains an edge on abilities until the end of their turn, or has a double edge on any ability that targets an enemy affected by a condition.

*

Staying Power

Each non-minion human in the encounter regains Stamina equal to 5 times their level.

Source: Draw Steel: Monsters · printing 1.01