The monsters begin the battle 30 ft. from their Wranglers, and 20 ft. from each other.
Monsters gain 2 Rage at the start of each of their turns. Please post your monster's current Health and Rage, as well as distance from the opponent and current status effects, in each of your posts.
You may concede on your turn, and if you have the Overprotective Flaw, you must make your roll to avoid conceding when your monster becomes Bloodied (half health) and when it takes damage while Bloodied. If you have Overconfident, you must pass your roll to concede.
If your monster is damaged past 0 Health, the opponent makes an Injury Roll to see if your monster becomes Injured.
Llyan, Deluzo
Df 2, Wp 2
Armor 0
Health 4/4
Disguise: If this character is not Bloodied, it may use a Move Action to cloak itself in an illusion that makes it appear to be another creature of its choice. The illusion lasts until this character either dismisses it as an Instant or becomes Bloodied. Characters that physically interact with the illusion immediately realize that it is an illusion, though this does not reveal this character's true form.
Psychic Shield: When this character is targeted with an attack, it may use its Reaction and spend 1 Rage to gain Armor X for the duration of the attack, where X is equal to this character's Mind.
Scamper: This character can take the Disengage Action as a Reaction.
Hyperactive: This character can take two Reactions per round (instead of just one).
Nyx, Magnox
Df 1, Wp 2
Armor 1
Health 8/8
Battering Ram: After this character finishes a Movement Action, it if moved at least 20 ft. in a straight line and ended its movement in Melee with an opponent, it may spend 1 Rage. If it does so, the opponent becomes Prone.
Magnetic: Constructs within 30 ft. of this character must use twice as much movement to move away from this character. At the start of this character's turn, every Construct within 30 ft. moves 5 ft. toward this character.
Team Player: After this character generates Rage, it may choose to transfer 1 Rage from itself to a friendly monster within 10 ft.
Sharp Horn: The Success Values of this character's Horn Techniques are improved by 1.