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Scyza


Monster

Scyza

Animal, Orc
Level 3
Elite Mount
EV 20
4Size
6Speed
100Stamina
3Stability
5Free Strike
Immunity
Weakness
Movement
M+2Might
A-1Agility
R-4Reason
I+0Intuition
P-1Presence
l

Clawed Kick

Signature
KeywordsMeleeStrikeWeapon
DistanceMelee 2
TargetTwo creatures or objects
Power Roll+ 2
!7 damage
@11 damage; prone
#14 damage; prone
Effect

The scyza roars, and if the target has I < 2, they are frightened (save ends).

l

Whiptail

KeywordsMeleeStrikeWeapon
DistanceMelee 3
TargetOne creature or object
Power Roll+ 2
!8 damage
@13 damage; prone
#16 damage; A < 2 bleeding (save ends)
Effect

Against a target on top of the scyza, this ability gains an edge, and the target is pushed into an unoccupied adjacent square and knocked prone.

l

Crestfall

KeywordsAreaRangedWeapon
Distance3 cube within 2
TargetEach enemy in the area
Power Roll+ 2
!4 damage, 1 sonic damage; R < 0 dazed (save ends)
@7 damage, 2 sonic damage; R < 1 dazed (save ends)
#9 damage, 3 sonic damage; R < 2 dazed (save ends)
f

Sandstorm

KeywordsArea
ActionManeuver
Distance3 burst
TargetSpecial
!10 damage; prone; slowed (EoT)
@7 damage; slowed (EoT)
#4 damage
Effect

The scyza kicks up a sandstorm, granting concealment to themself and any ally in the area until the end of the scyza's next turn. Each enemy in the area makes an Intuition test.

)

Brace and Break

DistanceSelf
TargetSelf
Trigger

The scyza or an ally riding the scyza is targeted by an ability.

Effect

Any damage dealt by the triggering ability is halved. If the creature or object who used the ability is within 3 squares of the scyza, the scyza can make a free strike against them.

*

Terrible Beast

The scyza deals an extra 6 damage with abilities used against objects.

*

War Harness

While riding the scyza, three size 1 allies can occupy the same space.

*Malice Features

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

*

Overwhelming March

Each orc shifts up to their speed, moving through enemy spaces if they can. Each enemy passed through during this movement makes a Might test.

*

Mohler Trench

An orc acting this turn summons 2 mohlers out of the ground, who dig a trench that is a 10 x 1 line within 10 squares when they appear. The trench is 2 squares deep and is difficult terrain. The trench can't be created directly underneath creatures.

*

Mohler Cavity

The ground shakes as a group of mohlers dig a 5 cube pit beneath an area where at least one creature is on the ground. The area is difficult terrain. Each orc in the area can shift into the nearest unoccupied space outside the pit before it is completed. Each nonorc in the area makes an Agility test.

Source: Draw Steel: Monsters · printing 1.01