Angel of Vengeance Dwarf Maulfighter Dwarf Brawler: Level Level Level

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ANGEL OF VENGEANCE DWARF MAULFIGHTER DWARF BRAWLER

74 40 23
ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS
m Vengeance Blade: +20 vs AC; 20 radiant m Maul: +17 vs AC; 20 Damage m Punch: +10 vs AC; 20 Damage
LEVEL Damage LEVEL LEVEL

■ M One-Two Punch: Make 2 m attacks.
14 ❑
■ C Word of Truth: (burst 2, enemies only) +17 10 7 M Pound: +10 vs AC; 20 Damage AND push
vs DEF (Will); 15 sonic Damage AND Stunned. target 1 square
AC AC AC
ABILITIES ABILITIES
29 26 19
Good • Angel Dwarf • Martial

DEF Flight DEF DEF ABILITIES


26 Blindsight: Ignores 24 17 Dwarf • Martial
Conceal; treats invisible SPECIAL POWERS
creatures as visible. ❑
■ Stunning Cleave: Immediate, when this
SPEED SPEED SPEED
Reach 2 creature destroys an enemy; attack each
F6 5 enemy adjacent to destroyed enemy; +14 vs 6
SPECIAL POWERS DEF (Fort); Stunned
HP ❑
■ Sign of Vengeance: (range 10) Until end HP Resounding Blow: Whenever this creature HP
90 of battle, this creature can use Vengeful Step 65 scores a critical, the target is Stunned. 60
against target.
Vengeful Step: Replaces move action: place
this creature adjacent to target affected by this
creature’s Sign of Vengeance.

©2008 Wizards ★ 1/60 ©2008 Wizards ◆ 4/60 ©2008 Wizards ◆ 3/60

ANIMATED STATUE YUAN-TI MALISON YUAN-TI CHAMPION OF ZEHIR


10 26 36
ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS
m Smash: +9 vs AC; 10 Damage m Bite: +13 vs AC; 10 Damage AND ongoing m Serpent Blade: +16 vs AC; 15 Damage
LEVEL LEVEL 5 poison Damage (save ends) LEVEL

■ M Fang and Steel: Make a m attack and
4 ABILITIES
8 ❑■ ❑■ C Cause Fear: (burst 3) +13 vs DEF 10 Poison Bite; RECHARGE when first Bloodied
(Will); affected creature cannot move closer to M Poison Bite: +14 vs DEF (Fort); ongoing 10
Construct
AC AC this creature until end of next turn AC poison Damage (save ends)
+4 DEF (Fort)
20 24 R Serpent Arrow: +14 vs AC; 15 Damage 26
Statue: Instead of using AND ongoing 5 poison Damage (save ends)
Wandering Monster, this
DEF creature can start off the DEF DEF
18 20 22 ABILITIES
battle map. At the start of
a round, you can place this Yuan-Ti
creature in any square that ABILITIES Reach 2
SPEED SPEED SPEED
contains a statue. Yuan-Ti
4 6 6
Wandering Monster: Sets
up in a random victory area.
HP HP HP SPECIAL POWERS
35 SPECIAL POWERS 35 SPECIAL POWERS 65 ❑
■ Entwine: Use on this creature’s turn if it

■ Deflecting Skin: Immediate, when this Snake Charmer: Serpent and Yuan-Ti allies does not move and hits a smaller target with
creature is hit; –5 Damage to attack. have +2 Attack and +2 DEF. its m attack; target is Immobilized; RECHARGE
when this creature moves.

©2008 Wizards ● 2/60 ©2008 Wizards ◆ 60/60 ©2008 Wizards ★ 59/60

WEREWOLF CHAMPION UMBER HULK DELVER SNAKETONGUE CULTIST


39 36 17
ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS
m Sword: +14 vs AC; 25 Damage m Claw: +17 vs AC; 20 Damage m Staff: +12 vs AC; 10 Damage
LEVEL LEVEL LEVEL

■ R Confusing Gaze: (range 6) +13 vs DEF M Poison Touch: +10 vs DEF (Fort); ongoing 10
10 10 (Will); Confused (save ends); RECHARGE when 6 poison Damage (save ends)
this creature takes damage
AC AC AC
ABILITIES ABILITIES
21 25 21
Human • Shapeshifter Magical Beast ABILITIES
+4 DEF (Fort) Burrow Human • Arcane
DEF DEF DEF
18 22 Blindsight: Ignores 17
Conceal; treats invisible
creatures as visible. SPECIAL POWERS
SPEED SPEED SPEED
SPECIAL POWERS Reach 2 ❑
■ ❑
■ Snake’s Swiftness: Replaces attack
7 4 6
Bloodfury: +4 Attack and +10 Damage while SPECIAL POWERS action: Nearest ally makes an immediate m
Bloodied. attack.
HP HP Prey on the Weak-Minded: Use when a HP
Cleave: Once per turn when this creature’s M CHAMPION 1
80 70 Confused enemy activates within Reach. Make 40
attack destroys an enemy; make an immediate a m attack against that creature. • Use when any creature hits with a M attack:
m attack.

■ ❑ ■ Sapper: Use when this creature enters +10 poison Damage.
a Large or smaller enemy’s space; +13 vs DEF • Use at start of a round. Adjacent enemy
(Fort); Stunned. cannot attack this creature this round.

©2008 Wizards ★ 58/60 ©2008 Wizards ★ 57/60 ©2008 Wizards ● 56/60


SHRIEKING HARPY RAVENOUS GHOUL RAGE DRAKE
21 8 65
ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS
m Claw: +12 vs AC; 15 Damage m Claw: +8 vs AC; 10 Damage m Bite: +14 vs AC; 20 Damage
LEVEL LEVEL LEVEL

■ ❑■ C Harpy Shriek: (large cone) +9 vs DEF M Ghoulish Bite: +8 vs DEF (Fort); 5 Damage ❑
■ M Stunning Attack: +14 vs DEF (Fort);
7 (Fort); 10 thunder Damage AND Staggered 3 AND Staggered 9 Stunned
M Ravenous Feast: (Staggered, Stunned, or
AC AC Helpless enemy) +10 vs AC; 25 Damage AC
ABILITIES
19 ABILITIES
16 24 Dragon
Orc Mount: Can
Fey have a Medium or
DEF DEF DEF
18 Flight
15 ABILITIES 23
smaller Orc creature
as a rider.
Undead
SPECIAL POWERS
SPEED SPEED SPEED
F6 SPECIAL POWERS 7 8 ❑
■ ❑
■ Frenzied Action: Use on this creature’s
turn. Take 1 additional attack action.

■ Lure: (range 6) Use at start of an enemy
Bloodrage: +5 Damage while Bloodied.
HP creature’s turn. Target must move to a space you HP HP
50 designate. The destination must be closer to this 35 90 Bloodthirsty 10: +10 Damage against Bloodied
creature than the target’s current position, and the targets.
creature must be able to reach the square with 1 Raging Mount: While this creature is Bloodied,
move action; RECHARGE when first Bloodied. its rider has +10 M Damage.

©2008 Wizards ◆ 55/60 ©2008 Wizards ◆ 54/60 ©2008 Wizards ★ 53/60

OGRE BRUTE LARGE FIRE ELEMENTAL FIRE ARCHON


28 31 37
ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS
m Club: +11 vs AC; 20 Damage AND push m Flame: +13 vs Ref; 15 fire Damage m Burning Blade: +16 vs AC; 10 + 10 fire
LEVEL target 1 square LEVEL LEVEL Damage

■ Rolling Flame: Replaces turn: Move up to
8 9 Speed and attack every enemy adjacent to 8
spaces the creature enters; +11 vs DEF (Ref );
ABILITIES
AC AC 15 fire Damage. AC
Elemental • Fire
20 ABILITIES 24 25
ABILITIES Immune Fire
Ogre Elemental • Fire Defensive Advantage:
DEF DEF DEF
Reach 2 Immune Fire; Never grants combat
18 21 Vulnerable 10 Cold
22 advantage.
Defensive Advantage:
SPEED SPEED Never grants combat SPEED SPECIAL POWERS
6 SPECIAL POWERS 8 7
advantage. ❑
■ Fireburst: Use at start of this creature’s
Overwhelming Size: +2 Attack and +5 turn. Adjacent creatures take 10 fire Damage;
Reach 2
Damage against smaller targets. RECHARGE when first Bloodied.
HP HP HP
65 55 SPECIAL POWERS 65 Death Burst: (burst 1) Immediate when
Fire Shield 5: Any creature that hits this destroyed; +11 vs DEF (Ref ); 20 fire Damage; 10
creature with a M attack takes 5 fire Damage. fire on miss..

©2008 Wizards ★ 52/60 ©2008 Wizards ◆ 51/60 ©2008 Wizards ★ 50/60

FERAL TROLL ETTERCAP WEBSPINNER DROW SPIDER PRIESTESS


28 12 43
ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS
m Wounding Touch: +14 vs DEF (Fort); 15 necrotic
m Claw: +13 vs AC; 15 Damage m Spear: +9 vs AC; 10 Damage
Damage
LEVEL LEVEL LEVEL
M Rending Claws: 2 attacks against same target; M Poisonous Bite: +7 vs DEF (Fort); 5 Damage M Spider Fang Touch: +14 vs DEF (Fort); ongoing 10
8 +11 vs AC each; 10 Damage if 1 attack hits, 30 4 and ongoing 5 poison Damage (save ends) 11 poison Damage (save ends)
Damage if both hit ❑
■ A Thunder Burst: (range 6, radius 2) +13 vs DEF
R Web: (range 6) +8 vs DEF (Ref ); Immobi- (Fort); 10 thunder Damage AND Stunned
AC AC lized (save ends) AC
20 17 24
ABILITIES
ABILITIES
DEF DEF DEF •
Fey Drow
Troll ABILITIES
18 Vulnerable 10 Fire
16 22 Conceal 6
Spider
Reach 2
SPEED SPEED SPEED SPECIAL POWERS
6 6 6 Aura of Doom: Adjacent enemies have –2 M Attack.
Curse of the Spider Queen: (sight) Replaces attack
SPECIAL POWERS SPECIAL POWERS action: Target creature has Vulnerable 5 Poison until
HP HP Hunter’s Flurry: Immediate, when this HP end of battle.

■ Feral Regeneration 20: Immediate, when
65 this creature takes damage; heal 20 HP. 35 creature hits with Poisonous Bite and no other 65 CHAMPION 2
creature is adjacent to the target; make a m • Use at start of a round. Drow and Spider allies have

■ Feral Surge: Use at start of this creature’s attack against that target. +2 Attack until end of round.
turn. Move this creature up to its Speed. • Use when an enemy attempts a save against ongoing
Webwalker: +4 Attack against Immobilized damage. That enemy must roll twice and take the
enemies. lower result.

©2008 Wizards ★ 49/60 ©2008 Wizards ◆ 48/60 ©2008 Wizards ◆ 47/60


DROW BLADEMASTER DRIDER BAR-LGURA
22 26 36
ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS
m Sword: +12 vs AC; 10 Damage m Sword: +15 vs AC; 5 + 5 necrotic Damage m Fist: +13 vs AC; 25 Damage
LEVEL LEVEL LEVEL

■ M Sleep Poison: +9 vs DEF (Fort); 5 Damage ❑
■ C Lightning Bolt: (line 10) +11 vs DEF (Ref );
5 AND Helpless until affected creature takes 8 20 lightning Damage, 10 lightning on miss 8
damage (save ends) R Slashing Darkness: (sight) +11 vs DEF (Ref ); ABILITIES
AC AC 10 necrotic Damage AC
Evil • Demon
20 24 R Web: (range 6) +11 vs DEF (Ref ); Immobi- 22 Immune Lightning,
ABILITIES lized (save ends) Poison
DEF Fey • Drow DEF DEF
ABILITIES Reach 2
17 Conceal 6 20 21
Fey • Drow • Spider

SPEED SPECIAL POWERS SPEED


Wall Walker: This
SPEED
SPECIAL POWERS
creature is considered
6 Lolth’s Wrath: Drow and Spider allies within 2 7 to have Flight if it begins 7 ❑
■ Abduct: Replaces attack action: Place this
squares have +5 Damage. creature and 1 adjacent enemy in spaces
its move in a square
CHAMPION 2 adjacent to any victory area.
HP HP bordered by a wall. HP
• Use at start of a round. Drow and Spider Bar-Lgura Rage: While Bloodied, this creature
40 65 Conceal 6 65 can push target 1 square on a successful
allies have +5 poison Damage against Bloodied
enemies until end of round. SPECIAL POWERS M attack.
• Use after an opponent succeeds on a Conceal Faerie Fire: Enemies within 2 squares do not
roll. Opponent must reroll. benefit from Conceal or invisibility.

©2008 Wizards ● 46/60 ©2008 Wizards ★ 45/60 ©2008 Wizards ◆ 44/60

NAGA FLAME SNAKE DEMONWEB SWARM


31 8 10
ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS
m Dream Poison Bite: +15 vs AC; 10 + 5 m Bite: +8 vs AC; 10 fire Damage AND m Bite: +9 vs DEF (Fort); 5 poison Damage
LEVEL poison Damage AND Followup LEVEL ongoing 5 fire Damage (save ends) LEVEL AND ongoing 5 poison Damage (save ends)
9 Followup: +11 vs DEF (Fort); Dazed 3 R Spitfire: (range 6) +6 vs DEF (Ref ); 4
10 fire Damage ABILITIES
AC AC AC Vermin • Swarm
23 17 18 Stable Footing: Moves normally
through difficult terrain.
ABILITIES
ABILITIES Formless: Half damage from M
DEF Magical Beast DEF DEF
and R attacks.
21 15 Magical Beast • Serpent 15 Reach 0: This creature’s M
attacks can only attack
SPEED SPEED SPEED creatures in its space.
6 SPECIAL POWERS 6 6
Oracle’s Insight: Add +1 to your highest SPECIAL POWERS
Champion rating when rolling for initiative. Infest: Can enter an enemy creature’s space
HP HP HP
and can end its move in a space occupied by a
60 Oracle of Victory: Score +5 VP at the end of 30 20 non-Swarm creature.
each round in which this creature occupies one
of your victory areas. ❑
■ ❑ ■ Swarm Attack: Immediate, when a crea-
ture activates while this creature shares its space;
ongoing 5 poison Damage (save ends).

©2008 Wizards ★ 43/60 ©2008 Wizards ● 42/60 ©2008 Wizards ● 41/60

CYCLOPS BONESHARD SKELETON BLADE SPIDER


42 7 31
ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS
m Glaive: +16 vs AC; 20 Damage m Sword: +10 vs AC; 10 Damage m Leg Blades: +12 vs AC; 15 Damage AND
LEVEL LEVEL LEVEL ongoing 5 poison Damage (save ends)
11 3 9 R Web: (range 6) +7 vs DEF (Ref ); Immobilized
ABILITIES (save ends)
AC Fey AC AC
ABILITIES
25 Blindsight: Ignores 19 21 ABILITIES
Undead
Conceal; treats invisible
creatures as visible. Magical Beast
DEF DEF DEF
Blindsight: Ignores
23 Reach 3 15 18 Conceal; treats invisible
SPECIAL POWERS creatures as visible.
SPEED SPECIAL POWERS SPEED C Death Burst: (burst 1) Immediate when SPEED
7 ❑
■ Evil Eye: Immediate, when an enemy 6 destroyed; +6 vs DEF (Ref ); 15 necrotic 6
misses this creature with a M attack; make a m Damage; 5 necrotic on miss. SPECIAL POWERS
attack against that enemy. Combat Advantage: Make an additional m
HP HP HP
attack against target.
75 Unstoppable Charge: +2 AC and +10 Damage 30 75
when charging.

©2008 Wizards ★ 40/60 ©2008 Wizards ● 39/60 ©2008 Wizards ★ 38/60


SPINED DEVIL SHADOW MASTIFF SHADAR-KAI ASSASSIN
21 17 24
ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS
m Claw: +11 vs AC; 15 Damage m Claws: +10 vs AC; 10 Damage m Chain: +13 vs AC; 15 Damage
LEVEL LEVEL LEVEL
R Spine Rain: (range 10) +8 vs DEF (Ref ); 15 ❑
■ M Stunning Attack: +8 vs DEF (Fort);
6 fire Damage AND Slowed 5 Stunned 7 ABILITIES
Shadow • Shadar-Kai
AC AC AC Child of Shadow: If this creature
20 ABILITIES 20 ABILITIES 22 moves at least 4 squares during its
Evil • Devil Shadow • Magical Beast turn, it has Conceal 6 until end of
DEF Flight DEF Conceal 11 DEF next turn.
18 Resist 20 Fire 17 20 Hide: If this creature has cover
against a nonadjacent enemy, it is
SPECIAL POWERS invisible to that enemy.
SPEED SPEED SPEED
Frightful Baying: Enemies within 6 squares Reach 2
F7 SPECIAL POWERS 8 have –2 DEF (Will). 6

■ ❑
■ Spine Shield: Until start of this creature’s SPECIAL POWERS
HP next turn, attackers making M attacks against it HP HP Sneak Attack 10: +10 Damage whenever this
45 take 10 Damage per attack. 30 40 creature has combat advantage against target.

©2008 Wizards ◆ 37/60 ©2008 Wizards ◆ 36/60 ©2008 Wizards ◆ 35/60

SAHUAGIN BARON SAHUAGIN ROT SCARAB SWARM


42 13 19
ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS
m Trident: +14 vs AC; 15 Damage m Claws: +11 vs AC; 10 Damage m Bite: +11 vs AC; 5 Damage AND Stunned
LEVEL ❑
■ ❑■ M Claw Rake: Immediate, when this LEVEL LEVEL

■ ❑■ M Claw Rake: Immediate, when this crea-
9 creature hits with a m attack; +18 vs AC 5 ture hits with a m attack; +11 vs AC against 5 ABILITIES
against the same creature; 10 Damage the same creature; 10 Damage
Vermin • Swarm
AC AC AC
Stable Footing: Moves normally
25 21 19 through difficult terrain.
ABILITIES ABILITIES Formless: Half damage from
DEF Sahuagin • Aquatic DEF DEF M and R attacks.
Sahuagin • Aquatic
21 Reach 2 17 17 Reach 0: This creature’s M
attacks can only attack
SPEED SPEED SPEED
creatures in its space.
6 SPECIAL POWERS 6 SPECIAL POWERS 5
Bloodrage: +5 Damage while Bloodied. Bloodrage: +5 Damage while Bloodied. SPECIAL POWERS
HP CHAMPION 3 HP HP
Infest: Can enter an enemy creature’s space
60 • Use at beginning of round. One Bloodied 40 35 and can end its move in a space occupied by a
ally has +5 Damage on M attacks this round. non-Swarm creature.
• Use at any time. One ally that was just ❑
■ ❑■ Swarm Attack: Immediate, when a crea-
destroyed by a M attack can take an immediate ture activates while this creature shares its space;
m attack against the creature that destroyed it. activating creature is Stunned.

©2008 Wizards ★ 34/60 ©2008 Wizards ◆ 33/60 ©2008 Wizards ● 32/60

OSYLUTH NIGHTMARE MANTICORE SNIPER


56 44 29
ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS
m Claw: +19 vs. AC; 15 Damage m Hooves: +18 vs AC; 15 + 5 fire Damage m Claw: +13 vs AC; 15 Damage
LEVEL LEVEL LEVEL
M Poison Sting: +16 vs. DEF (Fort); ongoing 10 R Tail Spikes: +11 vs AC; 10 Damage
13 poison Damage (save ends) 11 ABILITIES 8

■ ❑■ A Spike Volley: (sight, radius 2) +9 vs
Magical Beast DEF (Ref ); 15 Damage
AC ABILITIES AC Flight AC
28 Evil • Devil 27 Smoke: This creature has 20 ABILITIES
Immune Fire, Poison Conceal 6. Against nonadjacent Magical Beast
DEF Fearful Presence: DEF enemies, it has Conceal 11. DEF
Flight
25 Enemies within 5 23 This creature’s rider has the 18 Goblin Mount: Can have a
squares have –2 DEF. benefit of Smoke.
Undead Mount: Can have a Medium or smaller Goblin
SPEED
Reach 2 SPEED SPEED creature as a rider.
Medium or smaller Undead
7 F7 creature as a rider. F7
SPECIAL POWERS
HP

■ Reaping Claws: Replaces attack action:
HP SPECIAL POWERS HP
make 2 m attacks and a Poison Sting attack,
80 all against the same target; RECHARGE when 75 ❑
■ ❑
■ Blink Out: This creature gains Conceal 50
an adjacent enemy becomes Bloodied. 11, cannot be attacked by opportunity attacks,
treats all terrain as normal, and can move
through walls and solid objects. Creature must
end its move in a legal position.

©2008 Wizards ★ 31/60 ©2008 Wizards ★ 30/60 ©2008 Wizards ★ 29/60


GUARDIAN MUMMY BLOOD OF VOL FANATIC ASTRAL STALKER
32 30 45
ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS
m Claw: +16 vs AC; 15 Damage m Sacrificial Sword: +12 vs AC; 15 Damage m Claw: +16 vs AC; 20 Damage
LEVEL LEVEL LEVEL

■ ❑■ M Rotting Claw: +14 vs DEF (Fort); 10 R Throat Dart: (nearest) +18 vs AC; 10 Damage
9 Damage AND ongoing 10 necrotic Damage 9 11 AND ongoing 5 poison Damage (save ends)
(save ends) AND Slowed
AC AC ABILITIES AC ABILITIES
25 ABILITIES 20 Evil • Human • Martial 27 Planar
Undead +4 DEF (Will) Hide: If this creature
DEF Immune Poison DEF DEF has cover against a
21 Resist 10 Cold, Necrotic
18 25 nonadjacent enemy,
it is invisible to that
Vulnerable Fire 5 SPECIAL POWERS
enemy.
SPEED SPEED Bloodrage: +5 Damage while Bloodied. SPEED
6 SPECIAL POWERS 6 7
Devotee of Undead: +5 Damage while SPECIAL POWERS
Fear’s Dark Shadow: Enemies within 2 this creature’s warband includes an Undead
HP HP champion. HP

■ ❑
■ Quick Claws: Immediate, when making
squares taking ongoing necrotic Damage are a m attack against an enemy that is Slowed or
65 also Immobilized. 75 Sacrificial Strike: +10 Damage on criticals. 70 taking ongoing poison Damage; make an extra
m attack.
Sneak Attacks: +5 Damage whenever this
creature has combat advantage against target.

©2008 Wizards ◆ 28/60 ©2008 Wizards ● 27/60 ©2008 Wizards ◆ 26/60

TIEFLING ROGUE TIEFLING CLERIC CAPRICIOUS COPPER DRAGON


11 24 58
ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS
m Saber: +10 vs AC; 10 Damage m Sword: +12 vs AC; 15 Damage m Acidic Bite: +18 vs AC; 15 + 10 acid Damage
LEVEL LEVEL LEVEL ❑
■ C Acidic Breath: (line 12) +15 vs DEF (Fort);

■ ❑■ R Command: (nearest) +10 vs DEF
4 ABILITIES 7 (Will); Stunned 13 20 acid Damage; RECHARGE when
Tiefling • Martial first Bloodied
❑■ ❑
■ R Searing Light: (sight) +10 vs DEF (Ref );
AC AC 10 radiant Damage AC
M Draconic Fury: 2 attacks, +16 vs AC each; 15
Resist 10 Fire
Damage each
20 Hide: If this creature 23 ❑
■ ❑■ A Sound Burst: (nearest, radius 2) +10 vs 26
C Slowing Breath: (large cone) +15 vs DEF
has cover against a DEF (Fort); 5 thunder Damage AND Stunned
(Fort); Slowed (save ends)
DEF nonadjacent enemy, it is DEF DEF
18 invisible to that enemy. 19 24 ABILITIES
Defensive Mobility: +5 ABILITIES Dragon
AC against opportunity
SPEED attacks. SPEED Tiefling • Divine SPEED Flight
6 6 Resist 10 Fire F9 Immune Acid
SPECIAL POWERS
HP HP HP
SPECIAL POWERS
Sidestep: This creature can shift once on its
30 turn without expending an action. 50 SPECIAL POWERS 80 Hoardkeeper 10: While this creature occupies
one of your victory areas, you score +10 VP for
Sneak Attack 5: +5 Damage whenever this Undead Slayer: +10 Damage against Undead. each enemy destroyed.
creature has combat advantage against target. Multiple Threats: Enemies adjacent to this creature
grant combat advantage to this creature’s allies.

©2008 Wizards ◆ 25/60 ©2008 Wizards ◆ 24/60 ©2008 Wizards ★ 23/60

VISEJAW CROCODILE MERCENARY GENERAL GELATINOUS CUBE


24 42 28
ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS
m Bite: +11 vs AC; 25 Damage m Sword: +17 vs AC; 15 Damage m Slam: +11 vs. AC; 10 Damage
LEVEL LEVEL LEVEL
C Spasm: (burst 1) +11 vs. Def (Fort); Helpless
8 10 8 (save ends)
ABILITIES
Human • Martial ABILITIES
AC ABILITIES AC AC
Ooze
20 Beast 26 Unique
14
Blindsight
Defensive Advantage:
DEF DEF DEF Never grants combat
18 22 SPECIAL POWERS 22 advantage.
Cohort: Add 1 Human, Elf, or Dwarf from the Civilization
SPECIAL POWERS faction with cost 16 or less to your warband; cohort does
Impassable: Only flying,
SPEED SPEED not add to warband’s cost and does not count against SPEED
burrowing, and incorporeal
Protective Nature: +2 Attack and +5
creatures can move through
5 Damage while within 6 squares of allied 6 creature limit in your warband; opponent scores VP
normally for eliminating cohort.
3 this creature’s space.
champion.
CHAMPION 4 Transparent: This creature is
HP Visejaw: A Large or smaller enemy hit by this HP HP
creature’s M attack is Immobilized.
• Use at any time. Allies with cost 20 or less have +2 invisible until it first attacks.
65 65 Speed until end of round. 80 Wandering Monster
• Use at any time. One ally has +4 DEF until end of round.
• Use at any time. Allies with the same name as this SPECIAL POWERS
creature’s cohort (including the cohort) have +4 M and R
Attack until end of round. M Engulf: (Helpless enemy only) 30 Damage

©2008 Wizards ◆ 22/60 ©2008 Wizards ★ 21/60 ©2008 Wizards ★ 20/60


HALFLING ROGUE HALFLING ENCHANTER ETERNAL BLADE
13 23 54
ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS
m Short Sword: +9 vs AC; 10 Damage m Dagger: +14 vs AC; 10 Damage m Sword: +17 vs AC; 20 Damage
LEVEL LEVEL LEVEL
R Dagger: (range 6) +10 vs AC; 10 Damage R Mental Shock: (living targets only) +11 vs
5 7 DEF (Fort); 10 Damage 11
ABILITIES
AC AC AC

Elf Martial

21 ABILITIES 21 26 Improved Initiative: Champion rating is

Halfling • Martial
ABILITIES treated as 4 for determining initiative.

Halfling • Arcane
DEF Hide: If this creature has DEF DEF
19 cover against a nonadjacent 19 23 SPECIAL POWERS
enemy, it is invisible to ❑
■ Bounding Assault: Replaces move action: This
that enemy. creature can move up to 12 squares.
SPEED SPEED SPECIAL POWERS SPEED ❑
■ Moment of Perfect Mind: Immediate, +10 DEF
6 SPECIAL POWERS 6 ❑
■ Hesitate: Immediate, when this creature 6 against 1 attack.
hits with Mental Shock; target is also Staggered. Defender: Immediate, when an adjacent enemy makes
Sneak Attack 10: +10 Damage whenever this a M attack against an ally; make a m attack against
HP creature has combat advantage against target. HP ❑
■ ❑ ■ Mirror Image: Immediate; this creature HP attacker.
40 ❑
■ Tumble: This creature’s movement does not 50 gains Conceal 11 until end of turn. 80 CHAMPION 3
provoke opportunity attacks this turn. ❑
■ ❑■ Vertigo: Immediate, when this • Use at any time. Allies have +4 DEF until end of round.
creature hits with Mental Shock; target is • Use at start of round. Choose a keyword; ally has +2
also Immobilized. Attack and +10 Damage against creatures with that
keyword until end of battle.

©2008 Wizards ◆ 19/60 ©2008 Wizards ◆ 18/60 ©2008 Wizards ◆ 17/60

ELF CONJURER CLIFFWALK ARCHER BLACK WOODS DRYAD


32 36 16
ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS
m Staff: +15 vs AC; 10 damage m Sword: +14 vs AC; 10 Damage m Pummel: +12 vs AC; 10 Damage
LEVEL LEVEL LEVEL
R Flaming Dagger: (range 12) +13 vs DEF R Longbow: (sight) +15 vs AC; 15 Damage ❑
■ ❑
■ M Entangle: +10 vs DEF (Ref ); 10 Damage
8 (Fort); 5 + 10 fire Damage, 5 fire on miss 10 5 AND Immobilized (save ends)
❑■ Kelgore’s Fire Bolt: (sight) +14 vs DEF (Ref );
AC 30 fire Damage AC AC ABILITIES
20 ❑
■ ❑■ R Melf ’s Unicorn Arrow: (sight) +13 vs 24 ABILITIES 19 Fey • Plant
DEF (Fort); 15 acid Damage AND push target
Shapeshifter • Martial Forestwalk: Moves
DEF 3 squares DEF DEF normally through forest
18 22 16 terrain.
+4 DEF (Fort)
SPECIAL POWERS
SPEED SPEED SPEED
ABILITIES ❑
■ Timely Shot: Immediate, when an enemy
F6 7 7 SPECIAL POWERS
Elf • Arcane becomes Bloodied; make a R attack against
Roots of the Earth: Nonflying enemies of size
that enemy.
HP HP HP Large or smaller cannot move or shift out of

■ Blood Arrow: Immediate, when an enemy’s
55 65 M attack causes this creature to become 40 squares adjacent to this creature.

Bloodied; shift and make a R attack against


that enemy.

©2008 Wizards ★ 16/60 ©2008 Wizards ◆ 15/60 ©2008 Wizards ● 14/60

WARHORSE MERCHANT GUARD FARMER


16 8 3
ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS
m Hooves: +13 vs AC; 15 Damage m Sword: +10 vs AC; 10 Damage m Bill Hook: +8 vs AC; 10 Damage
LEVEL LEVEL LEVEL
6 3 1
ABILITIES
ABILITIES
Beast
AC AC Human • Martial AC
22 Trained Mount: 19 17 ABILITIES
Can have a Bold: +4 DEF (Will) while
within 6 squares of an allied Human
Medium or smaller
DEF Human or Elf DEF champion. DEF
18 creature as a rider. 15 13
SPECIAL POWERS
SPEED SPECIAL POWERS SPEED SPEED
Bodyguard: Immediate, when an enemy
8 Charger: When charging, this creature’s rider
5 attacks an adjacent ally; the attack targets this 6
has +10 Damage until end of turn and can creature instead.
HP make 1 M attack against target of charge. HP HP
45 30 10

©2008 Wizards ◆ 13/60 ©2008 Wizards ● 12/60 ©2008 Wizards ● 11/60


BRUENOR BATTLEHAMMER THUNDERTUSK BOAR SPHINX
53 24 35
ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS
m Axe: +17 vs AC; 20 Damage m Gore: +11 vs AC; 25 Damage m Claw: +14 vs AC; 15 Damage
LEVEL LEVEL LEVEL

■ M Bruenor’s Axeblade: +17 vs AC; 30 Damage ❑
■ M Pounce: Move at least 2 squares and then
12 8 9 attack 1 creature with 2 m attacks; +10
ABILITIES ABILITIES
Damage to second attack if both hit
AC
Dwarf • Martial AC
Beast
AC ❑
■ R Riddle of the Sphinx: (range 10) +12 vs
Dwarf Mount:
26 Unique 20 25 DEF (Will); Stunned (save ends)
Can have a Medium
Dodge Giants: +4 AC against
or smaller Dwarf
DEF
Giants. DEF DEF
creature as a rider.
23 SPECIAL POWERS 18 21
ABILITIES

■ Hard to Kill: Immediate, when this creature SPECIAL POWERS
would be reduced to 0 HP or fewer; this Magical Beast
SPEED SPEED Death Strike: Immediate, when this SPEED
6 creature has 5 HP remaining instead. 8 creature’s HP are reduced to 0 or lower; make F7 Flight
Keen Axe: Scores criticals on rolls of natural a m attack.
19 or 20.
HP HP Rabid Charger: When charging with a rider, HP
CHAMPION 3
85 65 the rider and this creature can each make a 60
• Use at start of a round. Dwarf allies have +2 M attack.
Speed until end of round. Thunder Charge: Additional +4 Attack
• Use at any time. Allies have +10 Damage to M when charging.
attacks against Giants until end of round.

©2008 Wizards ★ 10/60 ©2008 Wizards ◆ 9/60 ©2008 Wizards ★ 8/60

MILITIA ARCHER MACETAIL BEHEMOTH HUMAN CLERIC OF BAHAMUT


14 40 31
ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS
m Dagger: +7 vs AC; 10 Damage m Smash: +14 vs AC; 25 Damage m War Pick: +16 vs AC; 15 Damage
LEVEL LEVEL LEVEL
R Bow: (range 10) +8 vs AC; 15 Damage ❑
■ M Tail Sweep: (burst 1) +12 vs DEF (Ref );
4 11 20 Damage AND Stunned; RECHARGE if this 9
creature destroys a Stunned enemy
AC AC AC
ABILITIES
17 ABILITIES 23 25
Human • Divine
Human • Martial ABILITIES
DEF DEF DEF
Beast
15 21 23
SPECIAL POWERS
SPEED
SPECIAL POWERS SPEED SPEED ❑
■ Bless: This creature and its allies have +1
6 Coordinating Shot: If this creature hits an 6 5 Attack.
enemy with a R attack, allies have +1 Attack
against that enemy until end of round. ❑
■❑■ Cure Wounds: Adjacent ally heals 10 HP.
HP HP HP ❑
■ Divine Fortune: Immediate, +4 DEF against
CHAMPION 2
40 85 60 1 attack.
• Use at start of a round. Allies have +2 Attack
against higher-level enemies. Heavy Pick: Triple damage on critical hits.
• Use before an ally makes a R attack. Double
that attack’s range.

©2008 Wizards ● 7/60 ©2008 Wizards ★ 6/60 ©2008 Wizards ◆ 5/60

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