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

Main action · Melee 2 · Target: Two creatures or objects

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

Main action · 2 cube within 5 · Target: Each enemy in the area

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

Main action · Melee 1 · Target: One grabbed enemy

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

10 burst · Target: Each enemy in the area

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

5 burst · Target: Each creature in the area

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.

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