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War Dog Blood Jumper


Monster

War Dog Blood Jumper

Humanoid, Soulless, War Dog
Level 10
Minion Harrier
EV 12 for four minions
1MSize
7Speed
15Stamina
2Stability
4Free Strike
Immunity
Weakness
MovementFly
With Captain+3 bonus to speed
M+5Might
A+4Agility
R+2Reason
I+3Intuition
P+2Presence
l

Jumplance

Signature
KeywordsChargeMeleeStrikeWeapon
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 5
!4 damage
@7 damage
#9 damage; A < 4 bleeding (save ends)
*

Drop Troop

If the jumper doesn't end their turn on the ground, they fall prone.

*

Loyalty Collar

When the jumper is reduced to 0 Stamina, their loyalty collar explodes, dealing 3d6 damage to each adjacent enemy and object.

*Malice Features

At the start of any level 10 or higher war dog's turn, you can spend Malice to activate one of the following features. War Dog Malice (Level 10+ Malice Features)

*

Prior Malice Features

3-7 Malice

The war dog activates a Malice feature available to war dogs of level 9 or lower.

*

Cry Havoc

KeywordsAreaMagic
ActionManeuver
Distance3 burst
TargetEach enemy in the area
Power Roll+ 5
!7 psychic damage
@11 psychic damage; P < 4 frightened (save ends)
#14 psychic damage; P < 5 frightened (save ends)
Effect

Each war dog within distance deals an extra 15 damage with strikes until the end of their next turn. Additionally, they end any effect on them that can be ended by a saving throw or that ends at the end of their turn, then shift up to their speed and can make a free strike.

Special

This ability can't be used by a minion.

Source: Draw Steel: Monsters · printing 1.01