Lord Syuul
Level 6 Solo (Horror, Voiceless Talker)
Draw Steel: Monsters (Book Two)
Lord Syuul is a level 6 solo (horror, voiceless talker) for Draw Steel. It has 450 Stamina and an Encounter Value of 96.
- Level
- 6
- Organization
- Solo
- Encounter Value
- 96
- Size
- 1M
- Speed
- 7
- Stamina
- 450
- Stability
- 3
- Free Strike
- 7
- Movement
- Hover, teleport
- Immunities
- Psychic 10
- Might
- +1
- Agility
- +3
- Reason
- +4
- Intuition
- +4
- Presence
- +3
Traits
Solo Monster
End Effect: At the end of each of his turns, Lord Syuul can take 10 damage to end one effect on him that can be ended by a saving throw. This damage can't be reduced in any way. Solo Turns: Lord Syuul can take two turns each round. He can't take turns consecutively.
You Come With Me
Lord Syuul can teleport up to 5 squares along with each creature and object he has grabbed. He can release grabbed creatures and objects before or after teleporting.
Adaptability
Trigger: Lord Syuul takes damage that has a damage type. Effect: Until the start of his next turn, Lord Syuul gains immunity 5 to the triggering damage type.
Mind Over Manners
Whenever Lord Syuul uses a psionic ability, he can do so as if he were in the space of any creature within his line of effect who he has observed using a psionic ability.
Actions
Tentacle Grab
Melee, Strike, Weapon
2d10 + 4
- 11 or lower
- 11 damage; a<2] grabbed
- 12 to 16
- 17 damage; a<3] grabbed
- 17 or higher
- 20 damage; a<4] grabbed
Lord Syuul can have up to four targets grabbed at once. 2 Malice: The distance of this ability increases to melee 10. Each target grabbed by Lord Syuul is pulled up to 10 squares.
Dampening Grenade
Area, Psionic, Ranged
2d10 + 4
- 11 or lower
- 6 damage; the effect ends after 2 turns
- 12 to 16
- 10 damage; the effect ends at the end of Lord Syuul's next turn
- 17 or higher
- 13 damage; the effect lasts until the end of the encounter
Any supernatural ability used by a creature in the area has a double bane. All reactive tests made against magic or psionic effects in the area have a double edge.
Mind Blown
Melee, Psionic, Strike
2d10 + 4
- 11 or lower
- 12 damage
- 12 to 16
- 20 damage
- 17 or higher
- 24 damage
7 Malice. If this action reduces the target to 0 Stamina and they have a brain, their brain explodes, instantly killing them.
See Only Me
Area, Psionic
Power roll
- 11 or lower
- 16 psychic damage; the target has no line of effect to any creature except Lord Syuul, and takes a bane on strikes targeting Lord Syuul (save ends)
- 12 to 16
- 13 psychic damage; the target has no line of effect to any creature except Lord Syuul (save ends)
- 17 or higher
- 7 psychic damage
Villain Action 1. Each target makes an Intuition test.
Mindshatter
Area, Psionic
2d10 + 4
- 11 or lower
- 7 psychic damage
- 12 to 16
- 13 psychic damage
- 17 or higher
- 16 psychic damage
Villain Action 3. Until the end of the encounter, each target has damage weakness 3.
Malice abilities
Phantom Pain (Villain Action 2 Malice)
Lord Syuul becomes invisible, can teleport up to 10 squares, and projects an illusory double within 10 squares. The double can't move or act, but Lord Syuul can use psionic abilities as if he were in its square. Whenever a creature touches or damages the double with a melee strike, they take 10 psychic damage. If Lord Syuul takes damage, his invisibility ends and the double disappears.
Common questions
What level is Lord Syuul in Draw Steel?
Lord Syuul is a level 6 solo in Draw Steel.
What is Lord Syuul's Encounter Value?
Lord Syuul has an Encounter Value (EV) of 96, the number Draw Steel uses to budget encounters.
Add Lord Syuul to a Draw Steel encounter in The DM Screen.
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