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Human Guard


Monster

Human Guard

Human, Humanoid
Level 1
Minion Brute
EV 3 for four minions
1MSize
5Speed
5Stamina
0Stability
2Free Strike
ImmunityCorruption 1, psychic 1
Weakness
Movement
With Captain+2 bonus to speed
M+2Might
A+0Agility
R+0Reason
I+0Intuition
P+0Presence
l

Halberd

Signature
KeywordsMeleeStrikeWeapon
DistanceMelee 2
TargetOne creature or object per minion
Power Roll+ 2
!2 damage
@4 damage
#5 damage
Effect

If the guard is flanked, they can make a free strike against a different target adjacent to them.

*

Supernatural Insight

The guard 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