1/turn, when the Mage Hunter takes damage from a spell, halve it and another target in Range takes the other half (can be the caster).
Immune to Blinded, Charmed, Deafened. Cover doesn't grant bonuses to defense nor does it allow to Hide.
It can't detect anything but magic imprints beyond Reach 20.
- •Magicide Claws (2x).
(Reach 1) 2d8 piercing; on hit: the target loses 1M and if they can't lose Mana, they take 5 additional necrotic damage per point missing.
- •Psychic Screech (1 use).
(Reach 1) 5d8 psychic, can't be Defended. If the target is an arcane user, DC 16 KEY or they can't cast spells until the end of their next turn.
On hit: add 1 to the PD of next attack, cumulative. Reset on crit.
On crit: DC 14 STR or Bleeding 4.
- Armblades (3x).
1d8+4 slashing.
(1 use) Lose 45HP: change the PD of a spell at Range 6 to whatever you like.
When a hero fails a roll, gets a crit or suffers one, they get 1 Doubt.
- •Sorcerous Chaos Blast .
(Range 8) 2d8+5 acid, cold, fire or necrotic (their choice), then chain to another target within Range. On crit: chain to a third target.
- •King's Grip.
(Reach 2) 4d8 psychic, on hit: target is Slowed and DC 14 WIL save or gains 4 Doubt.
Attacks against the Lord fail on a 1-3 on the PD. Negated when Speed = 0.
(1/turn) Creatures coming within Reach 2 of him take 5 poison damage.
The Lord and his Mage Hunters share their vision.
- •Droning Assault.
(Arc 6) 2d8+5 poison to all creatures on the way. On damage: DC 16 WIL or Dazed. Then the Lord appears at the end of the Arc.
- •Sand and Sting.
(Blast 3) 5d8+5 fire, the area now provides Cover for the Lord and his Mage Hunters. (1/turn) Other creatures who walk through or end their turn in the area take 5 fire and 5 poison.
Extinguish a Sandblast area with a Wind or Earth Tiered spell.
- •Sic 'Em, Girls!
Move 6, then a Mage Hunter takes a turn.
At 175 HP, the Lord loses patience: all creatures of his choice make a DC 16 WIL save or are Frightened. While Frightened this way, they are vulnerable to fire and poison damage. The Lord then gains Blessing of Borys: he gains Flying, can't be Assessed or Helped against and his attacks can't be Interposed.
The Lord is outmatched! 130 extra damage and you will end this implacable foe. Until then, after each hero's turn, two Mage Hunters take a turn. 3 Mage Hunters appear at any credible spot at Range 12 from the Lord and each other.
A legendary Templar acting on his own authority, very few have seen under his wrappings and lived to tell what is the true origin of the Lord of Flies... [Bloodied, his scream feels unnatural and with DC 18 Perception, one could say it resembles a bit the Dragon's. Last Stand, his wrappings are damaged and fall off and his scaled body, that of a dragonblood human, is revealed.]