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ARCADIAN AVENGER BRASS GOLEM CHAMPION OF DOL DORN DEEP LEGIONNAIRE

31 67 42 7
ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS
m Longsword: +14 vs AC; 15 Damage m Greataxe: +13 vs AC; 20 Damage m Greatsword: +17 vs AC; 20 Damage m War Pick: +10 vs AC; 10 Damage
LEVEL M Dual Swords: Make 2 m Attacks. LEVEL M Pinning Swing: Usable on charge, +13 vs DEF LEVEL LEVEL
9 14 (Fort); 20 Damage AND Immobilized AND 11 3
Bloodied target is Staggered.
ABILITIES ABILITIES
AC AC AC AC
25 ABILITIES 28 27 Good • Dwarf • Martial 19 Gnome • Martial
Good • Angel ABILITIES Conceal 6
DEF Flight DEF
Construct DEF DEF Phalanx Fighting: +2 AC
21 +4 DEF (Will); Immune Fear 24 Immune Fire, Fear 25 14 while adjacent to an ally.
Reach 2 SPECIAL POWERS
Blessing of Dol Dorn: +2 Attack and +5 SPECIAL POWERS
SPEED SPEED SPEED Damage against Evil targets. SPEED
F6 SPECIAL POWERS 6 5 5 ❑
■ Stonestep: As a free action on its turn, place
SPECIAL POWERS Defender: Immediate, when an adjacent this creature in any square up to 4 squares away
❑■❑■ Elude Chance: Use before this creature
Powerful Charge 20: +20 Damage on charge.
enemy makes a M attack against an ally; make a and in line of sight.
HP makes a M attack. Treat that attack roll as a HP HP m attack against attacker. HP
60 natural 10. 105 80 ❑
■❑ ■ Feat of Strength: Use with a m attack; +10 30
Wrath: Once any ally has been destroyed, this Damage to that attack AND push target 1 square.
creature has +5 M Damage until end of battle.
Slow but unwavering, a brass golem Deep gnomes counter their small stature with rigid
The laws of heaven are not easily ignored. tirelessly slays its master’s foes. discipline and staunch loyalty to their own kind.

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DELVER SERGEANT EARTH MEPHIT GUARD OF MITHRAL HALL GUARDIAN NAGA


15 13 19 47
ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS
m Longsword: +11 vs AC; 10 Damage m Fists: +10 vs AC; 10 Damage m Battleaxe: +13 vs AC; 15 Damage m Tail Strike: +17 vs AC; 15 + 5 poison Damage
LEVEL M Torch: +7 vs DEF (Ref ); 5 Damage AND LEVEL ❑
■ C Mud Flow: (small cone) +5 vs DEF (Ref ); LEVEL M Hindering Blow: +11 vs DEF (Fort); LEVEL R Word of Pain: (range 6) +15 vs DEF (Will); 15
4 ongoing 5 fire Damage, and target cannot 5 15 Damage AND Immobilized 6 15 Damage AND –2 Attack 10 psychic Damage AND Immobilized
benefit from Conceal or Hide or be invisible ❑
■ C Thundering Burst: (burst 2, enemies only)
AC
(save ends both) AC AC AC +15 vs DEF (Fort); 10 Damage AND push 1 square
18 19 23 ABILITIES 24
ABILITIES ABILITIES
ABILITIES Dwarf • Martial
Human • Martial Good • Immortal •
DEF DEF DEF Phalanx Fighting: +2 DEF
Elemental Magical Beast
17 Illuminator: Creatures 15 18 AC while adjacent to 23
within 6 squares do not Flight an ally. Immune Poison
benefit from Conceal or +4 DEF (Fort) Death Burst: (adjacent creatures)
SPEED Hide, and are not invisible. SPEED SPEED SPEED Immediate, when destroyed;
6 F4 5 6 10 Damage (20 Damage to Evil
SPECIAL POWERS
CHAMPION 1 ❑ ■ creatures) AND push 1 square.
Noble Sacrifice: Immediate, when this
HP • Use at start of your turn. Activate 3 creatures HP HP
creature is destroyed; 1 ally with line of sight HP CHAMPION 3 ❑ ■ ❑■ ❑■
45 this turn. 30 55 to this creature makes a m attack. 65 • Use at start of round. Allies do not grant combat
• Use 1 Champion power of an allied champi- advantage this round.
on, as if this creature had that Champion power. • Use before an enemy makes a saving throw. That save
As grim and unyielding as the earth, “I live to serve my King and will die to save him.” fails automatically.
with rocks for brains.

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KALASHTAR BODYGUARD LARGE GOLD DRAGON SHADOWBANE INQUISITOR VALIANT CAVALRY
35 140 36 32
ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS
m Mind Blade: +15 vs AC; 15 Damage m Claw: +18 vs AC; 30 Damage m Greatsword: +17 vs AC; 15 Damage m Lance: +16 vs AC; 15 Damage
LEVEL R Thrown Mind Blade: (range 10) +13 vs AC; LEVEL M Double Attack: Make 2 m attacks. LEVEL ❑
■❑■ M Smite: +17 vs AC; 25 Damage LEVEL M Mighty Charge: Only on charge, +16 vs AC;
10 15 Damage 13 ❑
■ C Fiery Breath: (large cone) +17 vs 10 9 15 Damage AND push 2 squares
DEF (Ref ); 40 fire Damage, 20 fire on miss.
RECHARGE when first Bloodied. ABILITIES
AC AC AC AC
ABILITIES ABILITIES
26 30 ABILITIES 26 24 Human • Martial •
Kalashtar • Psionic Human • Martial Mounted
Good • Dragon
Determined: This creature
DEF DEF Flight; Reach 2 DEF DEF
makes saving throws at
24 SPECIAL POWERS 26 Resist 30 Fire 22 20
SPECIAL POWERS start of its turn instead of
Bodyguard: Whenever an enemy attacks an Dragon’s Hoard: Allies at end.
Destroy the Corrupt: +2 M Attack and +5 M
SPEED adjacent ally, you can choose to have it attack SPEED within 6 squares of this SPEED Damage against targets previously hit by this SPEED Reach 2
6 this creature instead. F8 creature or a victory area 5 creature’s Smite. 8
SPECIAL POWERS

■ Lucky Weapon: Use when this creature have +2 AC.

■ Resurgence: Immediate, when an ally
makes an attack. Roll 1d20 twice and use the CHAMPION 2 ❑ ■ ❑
■ Skirmish 10: +10 M Damage this turn if this
HP HP HP within 6 squares fails a save; that ally rerolls HP
higher result. creature moved at least 2 squares from where it
65 150 • Use when an ally is destroyed. This champion 75 that saving throw. 70
Psychic Strike: On its turn, if it does not move, has +5 M Damage until end of battle.
started its turn before attacking.
Sneak Attack 10: +10 M Damage whenever this
this creature deals +10 Damage. • Use at start of round. Each creature in any creature has combat advantage against target.
What better bodyguard than one victory area at the end of the round scores 5 VP
for its player. He names the guilty with the blade of his sword. “On for life and honor! On for blood and vengeance!”
who appears unarmed?

©2008 Wizards ◆ 9/60 ©2008 Wizards ★ 10/60 ©2008 Wizards ★ 11/60 ©2008 Wizards ★ 12/60

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GREYHAWK CITY MILITIA SERGEANT RAISTLIN MAJERE DARKMANTLE DIGESTER


13 26 6 39
ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS
m Glaive: +10 vs AC; 10 Damage m Staff: +10 vs AC; 10 Damage m Claw: +7 vs AC; 10 Damage m Claws: +18 vs AC; 20 Damage
LEVEL M Trip: +8 vs DEF (Ref ); Immobilized LEVEL R Magic Missile: (sight) +10 vs DEF (Ref ); 15 Damage, LEVEL M Suffocate: (Medium or smaller target only) +7 vs LEVEL ❑
■ C Acid Breath: (large cone) +15 vs DEF
3 8 ignore Insubstantial 2 DEF (Fort); 10 Damage AND Staggered (save ends) 11 (Fort); 10 acid Damage AND ongoing 10 acid

■ R Ray of Enfeeblement: (range 6) +10 vs DEF Damage (save ends)
ABILITIES (Fort); Enervated (save ends) ABILITIES
AC AC AC AC ❑
■ M Acid Spittle: +15 vs DEF (Ref ); 20 acid

■ A Sleep: (radius 2 within sight) +9 vs DEF (Will);
19 Human • Martial 22 Helpless (save ends)
18 Magical Beast
27 Damage AND ongoing 5 acid Damage
Persistent: +2 AC and +2 Flight (save ends)
DEF
DEF while Dazed, Slowed,
DEF ABILITIES DEF
Blindsight: Ignores Conceal;
DEF
ABILITIES
Staggered, or Stunned. treats invisible creatures
17 20 Human •Arcane 16 as visible. 23 Magical Beast
Reach 2 Unique Immune Acid
Hide: If this creature has
Devoted Companions: ranged cover other than from Hide: If this creature has
SPEED SPEED SPEED SPEED
CHAMPION 1 ❑
■ Immediate, when an ranged cover other than
6 6 enemy targets this creature F6 intervening creatures against
8
• Use at start of round. Allies have +2 DEF with an attack; choose 1
a nonadjacent enemy, it is from intervening creatures
until end of round. active adjacent Unique ally invisible to that enemy. against a nonadjacent
HP HP HP HP enemy, it is invisible to
• Use at start of your turn. End 1 of the Dazed, as the target instead.
SPECIAL POWERS
30 Slowed, or Staggered conditions affecting 1 ally. 45 25 70 that enemy.
SPECIAL POWERS Wandering Monster: Sets up in a random
Debilitating Magic: Whenever this creature makes victory area.
The streets of Greyhawk hold wonders unimaginable. a R attack, it can take 5 Damage to gain either +5 Rumored to be products of arcane experimentation,
Just don’t try to take anything you can’t pay for. Attack or +10 Damage with that attack. digesters are twisted perversions of natural predators.

©2008 Wizards ● 13/60 ©2008 Wizards ★ 14/60 ©2008 Wizards ● 15/60 ©2008 Wizards ◆ 16/60
DIRE TIGER GIANT EAGLE GREATER BASILISK HALFLING TOMBSEEKER
60 18 54 25
ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS
m Claws: +16 vs AC; 20 Damage m Claw: +13 vs AC; 15 Damage m Bite: +17 vs AC; 15 Damage m Spear: +13 vs AC; 15 Damage
LEVEL M Rend: Usable on charge, +16 vs AC; LEVEL ❑
■ ❑ ■ M Flyby Attack: This creature moves up to LEVEL C Petrifying Gaze: (small cone) +15 vs DEF LEVEL
13 20 Damage AND Followup 6 its Speed (minimum 1 square) and makes a m 10 (Fort); Immobilized (save ends). If target is 7 ABILITIES
Followup: +13 vs DEF (Fort); 20 Damage attack at any time during its move. already Immobilized, it is Petrified instead Halfling • Martial
AC AC AC
(see below). AC Agile: Never provokes opportunity
25 22 24 ABILITIES 21 attacks while moving.

Magical Beast Hide: If this creature has ranged


ABILITIES
DEF ABILITIES DEF DEF
Blindsight: Ignores DEF cover other than from intervening
Beast
23 Natural • Beast 18 22 Conceal; treats 17 creatures against a nonadjacent
Flight enemy, it is invisible to that enemy.
invisible creatures
as visible. Stable Footing: Difficult terrain
SPEED SPEED SPEED SPEED does not affect this creature’s
6 F8 6 SPECIAL POWERS 6 movement.
SPECIAL POWERS SPECIAL POWERS
Petrified: Affected creature cannot move or SPECIAL POWERS

■ Feral Surge: Use on this creature’s turn. ❑
■ Power Dive: Replaces attack action: This
HP
Take 1 extra move action this turn. HP
creature moves up to its Speed (minimum 1 HP attack, has Resist 20 All, is inactive, and cannot HP
Loot: Replaces attack action, only while this creature is
120 50 square), then deals 10 automatic Damage to 1 75 score VP (save ends all). This condition also ends if 45 in one of your victory areas: Score 5 VP. Only 1 creature
adjacent enemy at end of move. the creature that created it is destroyed.
in your warband can use Loot each round.
Scout. Sneak Attack 10: +10 Damage whenever this
They embody the untamed vengeance These intelligent birds ally with elves in defense creature has combat advantage against target.
of the natural world. of the wild places of the world. How horrid its gaze.

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HIEROPHANT OF THE SEVENTH WIND VERDANT REAVER WARPRIEST OF VANDRIA WILD MAGE
47 34 40 29
ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS
m Cyclone Staff: +13 vs AC; 15 thunder Damage m Fists: +12 vs AC; 25 Damage m Greatsword: +16 vs AC; 20 Damage m Staff: +10 vs AC; 10 Damage
LEVEL AND push 1 square LEVEL LEVEL LEVEL

■ M Rending Strike: 2 attacks against same ❑
■ ❑
■ R Searing Light: (sight) +14 vs DEF (Ref ); A Wild Magic Blast: (radius 1 within sight)
8 M Rending Strike: 2 attacks against same target; +11 9 target; +11 vs AC each; 15 Damage if one hits, 9 10 radiant Damage 8 +12 vs (Ref ); for each target, roll 1d20 and
vs AC each; 10 Damage if one hits, 30 Damage if
40 Damage if both hit. RECHARGE when 2 or ❑
■ M Strengthening Blow: +14 vs AC; 10 apply the stated effect.
both hit.
AC AC
more enemies are adjacent to this creature at AC Damage AND this creature and allies within 4 AC 1–5: 15 thunder Damage AND slide 2
ABILITIES start of this creature’s turn.
22 21 22 squares each heal 15 HP 20 squares
Good • Human • Primal 6–10: 15 cold Damage AND Enervated
Flight ABILITIES ABILITIES (save ends)
DEF DEF DEF DEF 11–15: 20 fire Damage
Strength of the Elements: While this Fey • Plant
23 creature is not Bloodied, Beast and 21 Immune Poison,
20 Good • Elf • Divine 19 16–20: 10 lightning Damage and Stunned
Elemental allies have +4 Attack. Single Combatant: +4 AC (save ends)
Sneak Attack, Stun and +4 DEF while only 1
SPEED SPECIAL POWERS SPEED Forestwalk: Forest terrain SPEED enemy is adjacent. SPEED
F6 Nature’s Loyalty: Immediate, when this creature is 6 does not affect this 5 6
attacked; Beast and Elemental allies adjacent to the creature’s movement.
attacker make opportunity attacks against it.
CHAMPION 3 ❑ ■ ❑■ ❑ ■ ABILITIES
HP HP HP HP
CHAMPION 2 ❑
■ ❑ SPECIAL POWERS • Use when an ally shifts. That ally can shift
65 ■ 75 60 again for free. 40 Human • Arcane
• Use at start of a creature’s turn. That creature has Flight Verdant Growth: All squares adjacent to this +4 DEF (Will)
until end of its turn. creature count as difficult terrain for enemies. • Use at start of round. Choose a creature;
• Use when a Beast or Elemental ally’s attack hits an
that creature does not grant combat advantage
enemy: +20 Damage to that enemy with that attack. this round.

©2008 Wizards ★ 21/60 ©2008 Wizards ◆ 22/60 ©2008 Wizards ◆ 23/60 ©2008 Wizards ◆ 24/60
WULFGAR ASPECT OF LOVIATAR ASSASSIN BLUESPAWN AMBUSHER
54 81 29 15
ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS
m Maul: +19 vs AC; 30 Damage m Whip: +20 vs AC; 20 Damage m Longsword: +14 vs AC; 10 Damage m Bite: +10 vs AC; 10 Damage
LEVEL ❑
■ C Bite of Aegis-Fang: (line 12) +14 vs DEF (Ref ); LEVEL LEVEL LEVEL C Lightning Burst: (burst 1) +8 vs DEF (Ref );
12 30 Damage 15 9 5 10 lightning Damage, +5 lightning for each
ABILITIES
Spawn adjacent to this creature
ABILITIES Human • Martial
AC AC AC AC
ABILITIES
23 27 Evil • Immortal 23 Hide: If this creature
21
Human • Primal has ranged cover other ABILITIES
Immune Cold
Unique than from intervening
DEF DEF Reach 3 DEF creatures against a non- DEF Magical Beast •
24 27 21 adjacent enemy, it is 18 Dragon • Spawn
SPECIAL POWERS invisible to that enemy. Burrow
SPECIAL POWERS
Glory in Battle: Immediate, when an ally becomes Tiamat’s Greater
SPEED SPEED Aura of Pain: Each adjacent living creature SPEED SPEED
Bloodied; that ally can make a m attack. SPECIAL POWERS Blessing (Lightning):
7 6 takes +5 Damage whenever it is hit by a M 6 4
CHAMPION 1 ❑
■ attack. ❑
■ Death Attack: Use when this creature hits a Adjacent creatures
with both the Dragon
• Use when an ally makes a m attack. That ally can Strength from Pain: Replaces attack action:
Bloodied target; +20 Damage to that attack.
HP immediately repeat that attack against the same target. HP HP HP and Spawn keywords
Sneak Attack 15: +15 M Damage whenever
90 • Use 1 Champion power of an allied champion, as if 90 1 creature within 5 squares takes 10 Damage 65 this creature has combat advantage against
40 gain Immune Lightning.
and deals +15 Damage when it hits with its
this creature had that Champion power. next M attack. target.
The king of Mithral Hall, Bruenor Battlehammer, forged the “I usually only murder when paid—but you seem Tight-knit packs of bluespawn ambushers form
mighty hammer Aegis-Fang for his adoptive son Wulfgar. To know her is to suffer. down on your luck, so I’ll kill you for free.” some of the Dark Queen’s deadliest legions.

©2008 Wizards ★ 25/60 ©2008 Wizards ★ 26/60 ©2008 Wizards ◆ 27/60 ©2008 Wizards ● 28/60

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DREAD WRAITH EXARCH OF TYRANNY GREATER BARGHEST GREENSPAWN ZEALOT


70 54 35 33
ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS
m Dread Blade: +22 vs AC; 10 + 10 m Tyrannical Axe: +20 vs AC; 20 Damage m Bite: +15 vs AC; 15 Damage m Mace: +15 vs AC; 15 Damage
LEVEL necrotic Damage LEVEL LEVEL M Panic Attack: +13 vs DEF (Will); 15 Damage LEVEL M Staggering Smite: +10 vs DEF (Fort);
10 13 9 AND Staggered 8 10 Damage AND Staggered

ABILITIES
AC ABILITIES AC AC AC
22 27 ABILITIES 24 Evil • Immortal • 24
Evil • Shadow • ABILITIES
Evil • Human • Martial Goblin
Undead Dragon • Spawn
DEF DEF DEF
Disguise Self: This DEF
Flight; Insubstantial; Will of Tiamat: Adjacent
creature is invisible
22 Phasing 24 23 until it attacks.
20 allies have +2 DEF (Will).
Immune Poison;
SPECIAL POWERS
SPEED
Resist 10 Necrotic SPEED SPEED SPECIAL POWERS SPEED
Bladestorm: Immediate, when an adjacent
F8 Reach 2 6 enemy activates; make a m attack against 7 Devour Alive: +10 Damage against Staggered 5 SPECIAL POWERS
that enemy. or Stunned targets. ❑
■ Crusade: Use at start off this creature’s turn.
SPECIAL POWERS Feed 30: Whenever this creature destroys an Choose a keyword; all Dragon creatures in your
HP HP Revel in Brutality: This creature heals 10 HP HP HP
Life Drain: This creature heals 10 HP warband deal +5 M Damage against enemies
80 whenever its m attack destroys an enemy or
80 whenever its M attack destroys an enemy. 65 enemy, it can choose to heal 30 HP. If it does so, 55 with that keyword until end of round.
it can take no actions on its next turn.
causes it to become Bloodied. ❑
■ Zealotry: Use after this creature fails a saving
The brutal god Bane gifts his followers with the means Barghests feast on blood and souls, growing throw. Reroll that save.
Fear given will, hate given form. to kill and honors them for every death they cause. stronger with every screaming death.

©2008 Wizards ★ 29/60 ©2008 Wizards ★ 30/60 ©2008 Wizards ◆ 31/60 ©2008 Wizards ◆ 32/60
HOBGOBLIN MARSHAL ICE MEPHIT KOBOLD TRAPMAKER LADY VOL
22 13 10 98
ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS
m Falchion: +11 vs AC; 10 Damage m Claw: +12 vs AC; 5 + 5 cold Damage m Spear: +9 vs AC; 10 Damage m Scepter: +22 vs AC; 25 Damage
LEVEL LEVEL M Freeze: +12 vs AC; 10 cold Damage AND LEVEL R Crossbow: (sight) +9 vs AC; 10 Damage LEVEL ❑
■ C Poison Breath: (large cone) +20 vs DEF (Fort); 10
5 4 Immobilized 4 16 poison Damage AND ongoing 20 poison Damage (save
ends). RECHARGE when first Bloodied.

■ ❑■ C Freezing Breath: (small cone) +10 vs.
AC
ABILITIES AC DEF (Fort); 15 cold Damage AND Slowed AC ABILITIES AC

■ C Forcewave: (large cone) +20 vs DEF (Fort); 20
Damage AND push Large or smaller target 3 squares
21 Goblin • Hobgoblin 20 18 Kobold 30
Phalanx Fighting: +2 ABILITIES
AC while adjacent to ABILITIES
DEF DEF DEF DEF Evil • Undead • Dragon • Elf
an ally. SPECIAL POWERS
17 16 Elemental • Cold 17 28 Unique. Flight
Flight ❑
■ ❑ ■ Set Trap: Replaces attack action: Place Immune Poison
a trap counter in an adjacent square. Any non-
Immune Cold Resist 20 Acid, Necrotic
SPEED SPEED SPEED Kobold creature that moves into or adjacent to SPEED
SPECIAL POWERS
6 F7 Cold Healing 5: This 6 a square with a trap counter, or that activates F6 CHAMPION 3 ❑ ■ ❑■ ❑■
Motivator: Goblin allies have +2 Speed. creature heals 5 HP each within one of those squares, triggers Crushing
CHAMPION 2 ❑ ■ ❑■ time an effect would Stone. Once the trap is triggered, remove the • Use at start of round. Whenever an ally is elimi-
HP HP deal cold damage to it. HP HP nated this round, all creatures adjacent to that ally take
40 • Use at start of your creature’s turn. Move that 30 25
trap counter.
95 10 Damage.
creature up to its Speed. Crushing Stone: +9 vs DEF (Ref ); 20 Damage
• Use when one of your creatures makes a C attack.
• Use at start of round. Goblins in your warband Choose an ally in the area of that attack. The attack
have +2 Attack this round. misses that ally.
As cold and cruel as winter, with frostbit souls. Fearful in battle, swift in retreat, deadly in disregard.

©2008 Wizards ● 33/60 ©2008 Wizards ◆ 34/60 ©2008 Wizards ● 35/60 ©2008 Wizards ★ 36/60

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MEDUSA ARCHER MIND FLAYER LICH NOBLE SALAMANDER PRISONER


43 63 53 5
ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS
m Snaky Hair: +10 vs AC; 5 Damage AND ongoing 5 m Tentacles: +19 vs AC; 15 Damage m Flaming Spear: +18 vs AC; 10 + 10 fire —
poison Damage (save ends)
LEVEL LEVEL ❑
■ A Black Tentacles: (radius 2 within sight) +16 LEVEL Damage LEVEL ABILITIES
8 R Longbow: (sight) +15 vs AC; 15 Damage 13 vs DEF (Ref ); Immobilized 12 ❑
■ M Tail Lash: +17 vs AC; 10 Damage AND 2 Human
R Petrifying Gaze: (range 6) +10 vs DEF (Fort); R Deathmind: (nearest) +17 vs DEF (Will); 20 ongoing 5 fire Damage and Immobilized (save
Immobilized (save ends); if target is already
necrotic Damage AND slide 2 squares AND ends both). RECHARGE when this creature Bound: Cannot take at-
AC Immobilized, it is Petrified instead (see below). AC AC AC tack actions and does not
Confused (save ends) uses Cleave.
24 27 27 16 provide flanking to allies.
C Mind Blast: (large cone) +17 vs DEF (Will); 10 ❑
■ C Fireburst: (burst 1) +16 vs DEF (Ref );
psychic Damage AND Staggered (save ends) ongoing 10 fire Damage (save ends) Chained: At end of round,
ABILITIES unless this creature is
DEF DEF DEF DEF
20 Medusa 23 ABILITIES 23 13 adjacent to an ally other
ABILITIES than a creature named
Evil • Mind Flayer •
Undead • Mastermind Elemental • Fire Prisoner, it is eliminated
SPEED SPECIAL POWERS SPEED +4 DEF (Will) SPEED Immune Fire SPEED and the opponent scores
6 Archer’s Eye: Immediate, when this creature misses 6 Immune Poison
6 Reach 3
5 +5 VP.
with Petrifying Gaze; make a Longbow attack against
same target. Resist 10 Necrotic SPECIAL POWERS
HP HP HP SPECIAL POWERS HP
Precise Shot: Enemies do not provide cover against this CHAMPION 2 ❑
■ ❑
■ Objective: Score +5 VP if this creature
55 creature’s R attacks. 85 75 Cleave: Immediate, when this creature’s M 30 occupies one of your victory areas.
• Use at start of round. Allies are immune to this attack destroys an enemy; make a m attack.
Petrified: Affected creature cannot move or attack, is
creature’s Mind Blast this round. Usable once per creature’s turn.
inactive, has Resist 20 All, and cannot score VP (save ends
all). This condition also ends if the creature that created it • Use on your turn. An enemy champion of your
“All will burn at my whim.” Freedom cannot be destroyed.
is destroyed. choice loses 1 use of its Champion powers.
—Kevris K’tael, noble salamander Hope cannot be enslaved.

©2008 Wizards ◆ 37/60 ©2008 Wizards ★ 38/60 ©2008 Wizards ★ 39/60 ©2008 Wizards ● 40/60
SKELETAL COURSER TRAINED CARRION CRAWLER KRENSHAR LIFELEECH OTYUGH
28 28 7 45
ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS
m Lance: +11 vs AC; 15 Damage m Bite: +14 vs AC; 15 Damage m Bite: +7 vs AC; 10 Damage m Tentacle: +13 vs AC; 25 Damage
LEVEL M Mounted Attack: This creature moves up to LEVEL M Paralyzing Tentacles: +11 vs DEF (Fort); 10 LEVEL LEVEL M Constrict: (smaller target only) +13 vs AC;
8 its Speed and makes a m attack at any time 8 Damage AND Slowed (save ends); if already 2 10 20 Damage AND Followup
during its move. Slowed, target is instead Immobilized (save Followup: +8 vs DEF (Ref ); Stunned
AC AC
ends); if already Immobilized, target is instead AC AC (save ends)
Stunned (save ends). ABILITIES
21 ABILITIES 23 18 22 ❑■ ❑■ M Lifeleech: (Stunned target only) +12
Beast • Krenshar vs DEF (Will); 15 Damage AND this creature
Undead • Skeleton •
DEF Mounted DEF DEF DEF
heals 15 HP. RECHARGE when this power
ABILITIES destroys a target.
18 Immune Poison 20 14 20
Aberrant • Beast
Vulnerable 5 Radiant
SPEED Reach 2 SPEED SPEED SPECIAL POWERS SPEED
8 6 7 ❑
■ ❑
■ Cause Fear: Use when a creature ends 6 ABILITIES
SPECIAL POWERS SPECIAL POWERS its turn adjacent to this creature. That target is Aberrant • Beast
Cavalry 5: +5 M Damage against non- Opportune Paralysis: Whenever this creature Staggered until end of its next turn; Krenshars
HP HP HP HP Reach 2
Mounted enemies. has combat advantage, a target hit by its immune. (Fear)
70 55 Paralyzing Tentacles attack is Immobilized (save 25 80
Powerful Charge 10: +10 M Damage on charge.
ends) instead of Slowed; if already Immobilized,
target is instead Stunned (save ends).
Hobgoblins and other warlike humanoids .
Death rides a pale horse. sometimes use these creatures as vicious scouts.

©2008 Wizards ★ 41/60 ©2008 Wizards ◆ 42/60 ©2008 Wizards ◆ 43/60 ©2008 Wizards ★ 44/60

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BABAU BERSERK FLESH GOLEM CARNAGE DEMON CEREBRILITH


29 47 10 65
ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS
m Claws: +15 vs AC; 10 Damage AND m Fists: +15 vs AC; 30 Damage m Claws: +6 vs AC; 10 Damage m Claws: +18 vs AC; 20 Damage
LEVEL ongoing 5 necrotic Damage (save ends) LEVEL LEVEL LEVEL ❑
■ ❑
■ R Ego Whip: (sight) +16 vs DEF (Will);
9 12 3 13 10 Damage AND Dazed (save ends)
ABILITIES ABILITIES
Evil • Demon Evil • Demon
AC AC ABILITIES AC AC ABILITIES
26 Hide: if this creature has 23 Construct 15 Resist 10 Fire 27 Evil • Demon • Psionic
ranged cover other than
Mob 2: Every 2 creatures +2 DEF (Fort, Will)
from intervening creatures Resist 5 All
DEF DEF DEF named Carnage Demon DEF
against a nonadjacent Ponderous: Can’t shift. Immune Lightning
24 enemy, it is invisible to 23 13 count as 1 creature for
25 Reach 2
Reach 2 the purpose of warband
that enemy.
construction.
SPEED SPECIAL POWERS SPEED SPECIAL POWERS SPEED SPEED SPECIAL POWERS
6 Necrotic Slime 5: Any creature that hits 6 Murderous: On its turn, this creature cannot 6 SPECIAL POWERS 6 Psychic Cleave: Immediate, when this
this creature with a M attack takes 5 necrotic attack a non-Bloodied target or take a move Carnage: +10 M Damage if at least 1 other creature’s m attack destroys an enemy; use
HP Damage. HP action if a Bloodied enemy is adjacent to it. HP creature named Carnage Demon is within 6 HP Ego Whip. Usable only once per creature’s
70 Sneak Attack 10: +10 Damage whenever this 85 40 squares of this creature. 80 turn, only while uses remain.
creature has combat advantage against target. Squad Activation: All creatures in your Psychic Drain: Whenever an enemy becomes
warband named Carnage Demon must activate Bloodied by a M attack of an ally adjacent to this
These demons of corruption and rot serve Once a golem goes berserk, it doesn’t stop until it or as a single activation. creature, RECHARGE Ego Whip.
their masters ably as assassins. its enemies are completely destroyed.

©2008 Wizards ◆ 45/60 ©


©20
©2
©200
©2008
8 Wi
W
Wizards
zard
zards
rds ★ 46/60 ©2008 Wizards ● 47/60 ©2008 Wizards ◆ 48/60
CLAWBORN SCORROW DRACOTAUR RAGER DROW ENFORCER FROST GIANT JARL
32 44 16 102
ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS
m Claws: +12 vs AC; 25 Damage m Battleaxe: +14 vs AC; 20 Damage m Longsword: +13 vs AC; 20 Damage m Frostbrand: +19 vs AC; 25 + 10 cold Damage
LEVEL LEVEL LEVEL LEVEL AND Followup
M Sting: +7 vs DEF (Fort); 10 Damage AND M Double Attack: Make 2 m attacks.
9 ongoing 10 poison Damage (save ends) 11 ❑
■ R Spit Fire: (range 6) +12 vs DEF (Ref ); 20 6 16 Followup: +17 vs DEF (Fort); Stunned

■ C Icequake: (burst 2) +17 vs DEF (Fort); 25 cold

■ M Scorrow Fury: Make 2 m attacks and fire Damage AND ongoing 5 fire Damage (save Damage AND Stunned
AC a Sting attack, all against the same target. AC ends). RECHARGE when first Bloodied. AC AC
21 RECHARGE when this creature destroys an 23 23 ABILITIES 28
enemy. ABILITIES
Fey • Drow
Giant • Cold
DEF DEF DEF DEF
ABILITIES Resist 25 Cold; Vulnerable 10 Fire
19 21 18 28
Dragon • Primal Reach 2
ABILITIES SPECIAL POWERS SPECIAL POWERS
SPEED SPEED SPEED SPEED
Chill Presence: Allies within 6 squares have +2 Attack
8 Aberrant • Drow
8 6 ❑
■ ❑■ ❑
■ Riposte: Immediate, when an 6 with effects that deal cold Damage.
adjacent enemy attempts a M attack against this
SPECIAL POWERS creature; make a m attack against that enemy. Cleave: Immediate, when this creature’s M attack destroys
HP HP Bloodrage 5: +5 M Damage while Bloodied. HP HP an enemy; make a m attack. Usable once per turn.
80 95 45 115 CHAMPION 2 ❑ ■ ❑■
• Use at start of round. Allies ignore enemies’ Resist Cold
and Resist Fire until end of round.
Dracotaurs respect power above all, revering • Use at any time. RECHARGE 1 effect that deals cold
Eberron’s scorrows are descended from drow true dragons and despising enemies that fall Drow have little to fear from other races,
damage for 1 ally.
blessed by the scorpion god Vulkoor. before them in battle. but much to fear from one another.

©2008 Wizards ★ 49/60 ©2008 Wizards ★ 50/60 ©2008 Wizards ◆ 51/60 ©2008 Wizards ★ 52/60

(c) 2008 Wizards of the Coast, Inc. Permission granted to print for personal use only.

GNOLL CLAW FIGHTER KUO-TOA HUNTER KUO-TOA WHIP LARGE CHAOS BEAST
24 9 25 26
ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS
m Claws: +10 vs AC; 20 Damage m Spear: +10 vs AC; 10 Damage m Scepter: +14 vs AC; 5 + 10 lightning Damage m Tentacles: +11 vs AC; 25 Damage
LEVEL LEVEL LEVEL C Lightning Bolt: (line 12) +10 vs DEF (Fort); 10 LEVEL
M Rend: Usable on charge, +10 vs AC; 20 R Spear: (range 6) +8 vs AC; 10 Damage M Impart Instability: +9 vs DEF (Fort); 15
7 Damage AND Followup 3 7 lightning Damage; +1 Attack and +5 Damage for
each creature named Koa-Toa Whip within 6 squares 8 Damage AND ongoing 10 psychic Damage
Followup: +9 vs DEF (Ref ); 10 Damage (maximum 20 Damage) (save ends) AND Chaos Instability (see below)
AC AC AC ABILITIES AC
19 19 ABILITIES 21 Aquatic • Kuo-Toa• Rage 20
Aquatic • Kuo-Toa ABILITIES
ABILITIES Resist 10 Lightning
• Rage Group Command: Add the Aberrant
DEF Evil • Gnoll • Primal DEF DEF DEF
Champion ratings of all creatures
17 15 19 named Kuo-Toa Whip in your 20 Reach 2
warband when determining your
SPECIAL POWERS highest Champion rating.
SPEED SPEED SPEED SPEED SPECIAL POWERS
SPECIAL POWERS Hunter 5: +5 M Damage while only 1 enemy SPECIAL POWERS
7 6 6 Slick Maneuver: Replaces move action, only while 4 Chaos Instability: Whenever this creature hits
Bloodrage 5: +5 M Damage while Bloodied. is adjacent to this creature. adjacent to an enemy: Shift to any square adjacent to with Impart Instability, roll 1d20 to impose an
Bloodthirsty 5: +5 M Damage against Bloodied Slick Maneuver: Replaces move action, only that enemy. extra condition on target.
HP HP HP HP
60 targets. 35
while adjacent to an enemy: Shift to any square
50 CHAMPION 1 ❑

70 1–5: None; 6–10: Dazed (save ends);
adjacent to that enemy. • Use at start of round. Each Aquatic ally has +1 Attack 11–15: Confused (save ends); 16–19: Stunned;
until end of round for each creature named Kuo-Toa
Whip within 6 squares when it activates. 20: Helpless
Gnolls with a touch of fiendish blood sometimes
turn their natural advantages to frenzied, Kuo-toas are a fallen people, their great empires • Use at start of round. Allies have +2 Speed until end
hand-to-hand combat. long ago lost to cruel decadence and ancient hubris. of round. “That thing’s just wrong.” —Lidda, halfling rogue

©2008 Wizards ● 53/60 ©2008 Wizards ● 54/60 ©2008 Wizards ◆ 55/60 ©2008 Wizards ◆ 56/60
LARGE SHADOW DRAGON LARGE WHITE DRAGON ORC BANEBREAK RIDER SHADOW
48 32 52 17
ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS ATTACK ACTIONS
m Claw: +16 vs AC; 20 Damage m Bite: +10 vs AC; 10 + 10 cold Damage m Slashing Axe: +15 vs AC; 25 Damage m Shadow Touch: +10 vs DEF (Ref ); 15
LEVEL ❑
■ C Shadow Breath: (large cone) +14 vs DEF (Fort); LEVEL ❑
■ C Frost Breath: (large cone) +8 vs DEF (Ref ); 20 LEVEL M Punishing Axe: +13 vs DEF (Fort); 20 LEVEL Damage
10 20 necrotic Damage AND Enervated. RECHARGE 4 cold Damage. RECHARGE when first Bloodied. 12 Damage AND push 2 squares 5 M Shadow Drain: +10 vs DEF (Fort); 10
when first Bloodied.

■ ❑
■ M Mauling Bite: Make 2 m attacks against Damage AND Bloodied target is Enervated
same target; if both hit, make a m attack against ABILITIES (save ends)
AC ABILITIES AC AC AC
26 Shadow • Dragon 18 another target within Reach. 24 Orc • Mounted 22
ABILITIES
Flight; Conceal 6; Hide +4 DEF (Fort)
ABILITIES Shadow • Undead
DEF DEF DEF Stable Footing: DEF
SPECIAL POWERS Dragon
24 14 20 Difficult terrain 17 Insubstantial

■ Shadow Jump: Immediate, on this creature’s turn; Flight; Reach 2
does not affect this Flight; Phasing
place this creature in any space within 10 squares +4 DEF (Fort) creature’s movement. Immune Poison;
SPEED adjacent to a wall and to which it has line of sight. SPEED SPEED SPEED
Resist 15 Cold
F8 RECHARGE when this creature uses Shadow Breath.
F6 8 F7 Vulnerable 5 Radiant
Sneak Attack 5: +5 Damage whenever this creature SPECIAL POWERS
CHAMPION 1 ❑

has combat advantage against target. Cavalry 10: +10 M Damage against non- SPECIAL POWERS
HP CHAMPION 2 ❑ ■ ❑■ HP • Use at start of round. For the rest of the round, a HP
Mounted targets. HP
Shadow Killer: +10 Damage against
65 • Use at start of round. 1 creature in your warband gains 90 target that takes cold damage is also Immobilized 90 30 Enervated targets.
Conceal 11 until end of round. until end of its next turn.
• Use immediately before using Shadow Breath. That • Use before taking your first turn of a round. If this “You keep your clever strategies. We will charge.
attack’s Enervated condition instead has a duration of creature destroys 1 or more creatures during this We will destroy. This is the way of the banebreak.”
(save ends). round, score +15 VP. Shadows beget shadows. —Elven proverb
—Urush Onetusk, orc banebreak rider

©2008 Wizards ★ 57/60 ©2008 Wizards ★ 58/60 ©2008 Wizards ★ 59/60 ©2008 Wizards ◆ 60/60

(c) 2008 Wizards of the Coast, Inc. Permission granted to print for personal use only.

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