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Chaotic Evil
ABYSSAL EVISCERATOR AR#44; Uncommon; CE; 29 points LVL 4; SPD 6; AC 20; HP 40 Melee Attack: +10/+10 (10) Type: Outsider Special Abilities: Blind-Fight; Immune Poison; Rend +5; Resist 10 Acid, Cold, Electricity, Fire ABYSSAL MAW DE#43; Common; CE; 5 points LVL 2; SPD 6; AC 15; HP 10 Melee Attack: +5 (15) Type: Outsider Special Abilities: Difficult 2; Immune Electricity, Poison; Resist 10 Acid, Cold, Fire ABYSSAL SKULKER AF#51; Common; CE; 7 points LVL 2; SPD 8; AC 15; HP 10 Melee Attack: +5 (5) Type: Small Outsider Special Abilities: Hide; Wandering Monster ANKHEG UD #30; Uncommon; CG/CE; 22 points LVL 3; SPD 4; AC 18; HP 30 Melee Attack: +5 (10 + 5 acid) Type: Large Magical Beast Special Abilities: Burrow 4; Enraged Acid Spirit o (Only when wounded, replaces attacks: line 12; 10 acid damage; DC14); Feast (When it reduces a living enemy to 0 hp with a melee attack, this creature makes a morale save); Natural Soul (Melee attack +2 and melee damage +5 when under command by a commander with Beastmaster); Wandering Monster ASPECT OF DEMOGORGON AR#45; Rare; CE; 101 points LVL 11; SPD 7; AC 24; HP 105 Melee Attack: +13/+13 (10 Magic) Type: Large Outsider Special Abilities: Blindsight; DR 5; Dual Activation; Immune Electricity, Poison; Melee Reach 2; Resist 10 Acid, Cold, Fire ASPECT OF LOLTH AR#46; Rare; CE; 75 points LVL 14; SPD 8; AC 21; HP 105 Melee Attack: +18/+13 (10 Magic) Type: Large Outsider Special Abilities: Blind-Fight; CG Foe (Damage +5 against CG creatures); DR 5; LE Foe (Damage +5 against LE creatures); LG Slayer (Damage +10 against LG creatures); Melee Reach 3; Spell Resistance ASPECT OF ORCUS AR#47; Rare; CE; 91 points LVL 9; SPD F4; AC 21; HP 100 Melee Attack: +16/+11 (20 Magic) Type: Large Outsider Special Abilities: Blindsight; Cleave; Death Blow o (As Death Attack, but no Sneak Attack required; DC17); DR 5; Flight; Immune Electricity, Poison; Melee Reach 2; Resist 10 Acid, Cold, Fire BALOR UD #41; Rare; CE, 95 pts Commander 0 LVL 10; SPD F8; AC 20; HP 125 Melee Attack: +16/+16 (20 magic + Vicious Attack / 10 magic + 5 fire) Type: Large Outsider Commander Effect: Enslave (Each enemy that fails a morale save must immediately make another morale save; if the second save fails, that enemy counts as eliminated for victory points, is no longer routing, and is a member of your warband for the rest of the skirmish) Special Abilities: Flight; Blind-fight; DR5; Immune Electricity, Fire, Poison; Melee Reach 2; Red Tide (For initiative checks, treat this creature's Commander rating as the number of creatures eliminated from all warbands); Vicious Attack (This attack deals triple damage instead of double on a critical hit) BALOR (EPIC) UD #41; Epic Rare; CE, 326 pts Commander 0 LVL 13; SPD F8; AC 28; HP 250 Melee Attack: +23/+23 (30 magic + Vorpal / 15 magic +10 fire) Type: Large Outsider Commander Effect: Enslave (Each enemy that fails a morale save must immediately make another morale save; if the second save fails, that enemy counts as eliminated for victory points, is no longer routing, and is a member of your warband for the rest of the skirmish) Special Abilities: Flight; Almighty (Not affected by allies' spells); Blind-Fight; Cleave; DR 5; Immune Electricity, Fire, Poison; Melee Reach 2; Red Tide (For initiative checks, treat this creature's Commander rating as the number of creatures eliminated from all warbands); Vorpal (On a critical hit with this attack, the target creature is eliminated)

BARBARIAN MERCENARY DE#25; Common; Any; 9 points LVL 1; SPD 8; AC 10; HP 20 Melee Attack: +5 (15) Type: Humanoid (Human) Special Abilities: Difficult 2 BEHIR GOL#66; Rare; CG/CE; 75 points LVL 9; SPD 8; AC 20; HP 95 Melee Attack: +15 (15+Constrict) Type: Huge Magical Beast Special Abilities: Difficult 5; Breath Weapon o (Replaces attacks: line; 25 Electricity damage; DC19); Constrict (smaller creature skips next turn and takes 15 damage; DC16 negates); Immune Electricity; Melee Reach 2 BLACK DRAGON DE#44; Rare; CE; 45 points LVL 10; SPD F9; AC 19; HP 85 Melee Attack: +9/+4/+4 (10) Type: Dragon Special Abilities: Difficult 5; Breath Weapon o (Replaces attacks: line; 15 Acid damage; DC17); Flight; Immune Acid BLACKSCALE LIZARDFOLK AF#32; Uncommon; CG/CE; 16 points LVL 4; SPD 8; AC 16; HP 25 Melee Attack: +7/+5 (15/5) Type: Large Monstrous Humanoid (Lizardfolk, Reptilian) Special Abilities: Disruptive (Until this creature makes a melee attack, you cannot add Commander ratings to your initiative rolls); Immune Dragon Breath Weapons; Melee Reach 2 BLOODHULK FIGHTER DK#46; Uncommon; CE; 26 points LVL 8; SPD 4; AC 12; HP 100 Melee Attack: +10 (15) Type: Undead Special Abilities: Bleeder (takes 5 additional damage whenever it takes damage from any source); Fearless BLUE SLAAD GOL#41; Rare; CE; 50 points LVL 8; SPD 6; AC 21; HP 70 Melee Attack: +13/+13 (20) Type: Large Outsider Special Abilities: Difficult 6; Immune Sonic; Melee Reach 2; Mobility; Resist 5 Acid, Cold, Electricity, Fire Spells: 4th - chaos hammer o (sight; radius 4; lawful creatures take 20 damage; DC14)

BONECLAW DK#47; Rare; CE; 45 points LVL 10; SPD 8; AC 16; HP 105 Melee Attack: +8 (15) Type: Large Undead Special Abilities: Double Opportunity Attacker (If this creature hits with an attack of opportunity, it can immediately make a second attack of opportunity against the same enemy; use this ability no more than once per turn); Fearless; Immune Cold; Melee Reach 3 BRIGHT NAGA DE#45; Rare; CE; 15 points LVL 5; SPD 8; AC 15; HP 35 Melee Attack: +4 (10) Type: Large Aberration Spells: 1st - burning hands (unlimited uses) (cone; 5 Fire damage; DC13) BUGBEAR DE#46; Common; CE; 5 points LVL 3; SPD 6; AC 17; HP 15 Melee Attack: +5 (5) Type: Humanoid (Goblinoid) BUGBEAR CHAMPION OF ERYTHNUL AF#52; Uncommon; CE; 34 points Commander 2 LVL 5; SPD 6; AC 20; HP 40 Melee Attack: +8 (10 Magic) Type: Humanoid (Bugbear, Goblinoid) Commander Effect: After 2 or more enemy creatures have been eliminated, followers get melee damage +5. Spells: Sorcerer Spells: 1st oooo - lesser frighten (range 6; target creature with 30 or fewer HP makes a morale save), magic weapon (touch; attack +1, ignore DR) BUGBEAR FOOTPAD GOL#42; Common; CE 16 points LVL 5; SPD 6; AC 20; HP 35 Melee Attack: +10 (10 Magic) Ranged Attack: +7, range 6 (10) Type: Humanoid (Goblinoid) Special Abilities: Hide; Sneak Attack +5 BULETTE GOL#67; Uncommon; LE/CE; 57 points LVL 9; SPD 8; AC 22; HP 95 Melee Attack: +16/+10 (15/10) Type: Huge Magical Beast Special Abilities: Difficult 20; Burrow 4; Leap o (Replace attacks: attack +15, 45 damage); Melee Reach 2 BULLYWUG THUG DK#48; Common; CE; 4 points LVL 2; SPD 4; AC 15; HP 15 Melee Attack: +3 (5) Type: Humanoid (Bullywug)

BURNING SKELETON DK#49; Uncommon; CE; 13 points LVL 5; SPD 6; AC 16; HP 30 Melee Attack: +4 (5 +5 Fire) Type: Undead Special Abilities: Fearless; Fire Shield 5 (Any creature that hits this creature with a melee attack takes 5 Fire damage); Immune Cold, Fire CARRION CRAWLER DE#41; Rare; LE/CE; 19 points LVL 3; SPD 6; AC 17; HP 20 Melee Attack: +6/+6 (5+Paralysis) Type: Large Aberration Special Abilities: Difficult 20; Paralysis (DC13); Wandering Monster CARRION TRIBE BARBARIAN AB#46; Common; CE; 12 points LVL 3; SPD 8; AC 10; HP 45 Melee Attack: +8 (10) Type: Humanoid (Human) CHITINE DE#47; Uncommon; CE; 7 points LVL 2; SPD 6; AC 16; HP 10 Melee Attack: +1/+1/+1 (5) Type: Small Monstrous Humanoid CHOKER AB#47; Uncommon; CE; 14 points LVL 3; SPD 4; AC 17; HP 15 Melee Attack: +6 (5+Constrict) Type: Small Aberration Special Abilities: Cave Setup (May set up on any Cave tile instead of your assembly tile); Constrict (Large or smaller creature skips next turn; DC13); Dual Activation; Hide; Melee Reach 2 CHUUL AB#48; Rare; CE; 51 points LVL 11; SPD 6; AC 22; HP 95 Melee Attack: +12/+12 (10) Type: Large Aberration Special Abilities: Blind-Fight; Immune Poison; Paralyzing Rend +15 (If this creature hits one enemy with both melee attacks on the same turn, Paralysis, DC19; damage +15 to second attack); Save=10 CLAY GOLEM AR#25; Rare; CG/CE; 56 points LVL 11; SPD 4; AC 22; HP 90 Melee Attack: +14/+14 (20) Type: Large Construct Special Abilities: Requires Instruction (This creature is confused if it activates when out of command); DR 5; Melee Reach 2; Spell Resistance All

CLERIC OF GRUUMSH HA#59; Rare; CE; 21 points Commander 3 LVL 4; SPD 4; AC 16; HP 20 Melee Attack: +6 (10) Type: Humanoid (Orc) Commander Effect: Followers gain Cleave; WARBAND BUILDING: Orcs and Half-Orcs of any faction are legal in your warband Spells: 1st - doom ooo (sight; attack -2; DC13); 2nd - inflict moderate wounds oo (touch; 10 damage; DC14); bears endurance o (touch; target living creature gains+10 HP) CULTIST OF THE DRAGON AR#48; Common; CE; 29 points LVL 4; SPD 6; AC 13; HP 20 Melee Attack: +3 (5 Magic) Type: Humanoid (Human) Spells: Sorcerer Spells: 1st oooo - lesser fire orb (range 6; 5 Fire damage, ignore Spell Resistance); Mordenkainens buzzing bee (Sight, target noncommander creature cant be put under command and cant cast spells; DC13); 2nd oo - summon monster II (Evil Outsiders with total cost 10 or less) CURSED SPIRIT AR#49; Common; CE; 11 points LVL 3; SPD F6; AC 13; HP 20 Melee Attack: +8 (5 Magic) Type: Undead Special Abilities: Incorporeal; Curse Aura (Adjacent enemies gain save -2); Flight DARK CREEPER UD #42; Common; CE; 8 points LVL 1; SPD 6; AC 17; HP 5 Melee Attack: +4 (5) Ranged Attack: +5, range 6 (5) Type: Small Humanoid (Creeper, Dark One) Special Abilities: Blindsight; Conceal 6; Melee Sneak Attack +10 DEATH SLAAD UD #43; Rare; CE; 53 points Commander 1 LVL 10; SPD F6; AC 22; HP 70 Melee Attack: +15/+10 (15 magic) Type: Outsider Commander Effect: Slaad followers get melee attack +2 Special Abilities: Flight; Deadly Rend (an enemy hit by 2 of this creature's attacks on the same turn is eliminated; DC17); Immune Sonic; Regeneration 5 (This creature heals 5 HP at the start of its turn); Slaadmaster 20 (As Beastmaster, but only creatures whose name contains Slaad) Spells: 4th - chaos hammer o (sight; radius 4; lawful creatures take 20 damage; DC16)

DEATH SLAAD (EPIC) UD #43; Epic Rare; CE; 202 points Commander 1 LVL 12; SPD F6; AC 26; HP 140 Melee Attack: +20/+15 (20 magic) Type: Outsider Commander Effect: Slaad followers get melee attack +2 Special Abilities: Flight; Conceal 11; Deadly Rend (an enemy hit by 2 of this creature's attacks on the same turn is eliminated; DC17); Immune Sonic; Regeneration 5; Slaadmaster 20 (As Beastmaster, but only creatures whose name contains Slaad) Spells: 3rd - fireball o (sight; radius 4; 20 fire damage; DC15); 4th - chaos hammer o (sight; radius 4; lawful creatures take 20 damage; DC16); 9th - power word: kill o (range 6; destroy living creature with 60 hp or less) DEATHLOCK DK#50; Common; CE; 12 points LVL 3; SPD 6; AC 13; HP 20 Melee Attack: +1 (5) Type: Undead Special Abilities: Fearless Spells: 1st - cause fear oo (range 6; target creature of level 5 or below makes morale save), magic missile oo (sight; 5 damage) DIRE APE DE#26; Rare; Any; 25 points LVL 5; SPD 6; AC 15; HP 35 Melee Attack: +8/+8 (10) Type: Large Animal Special Abilities: Difficult 20; Rend +20 DIRE BAT UD #44; Uncommon; CE; 12 points LVL 4; SPD F6; AC 20; HP 30 Melee Attack: +3 (5) Type: Large Animal Special Abilities: Flight; Blindsight; Natural Soul (melee attack +2, melee damage +5 when under command of a Beastmaster) DIRE BEAR DK#26; Uncommon; Any; 44 points LVL 8; SPD 8; AC 17; HP 105 Melee Attack: +19/+13 (15) Type: Large Animal Special Abilities: Wild DIRE BOAR HA#34; Rare; Any; 23 points LVL 7; SPD 8; AC 15; HP 50 Melee Attack: +12 (15) Type: Large Animal Special Abilities: Difficult 20; Death Strike

DIRE WOLF GOL#25; Rare; Any; 22 points LVL 6; SPD 10; AC 14; HP 45 Melee Attack: +11 (15) Type: Large Animal Special Abilities: Difficult 20; Stunning Attack o (Stun, DC18) DISPLACER SERPENT GOL#43; Common; CE; 11 points LVL 2; SPD 4; AC 13; HP 20 Melee Attack: +5 (10) Type: Magical Beast Special Abilities: Difficult 2; Conceal 11 DOLGRIM DK#51; Uncommon; CE; 10 points LVL 1; SPD 4; AC 15; HP 10 Melee Attack: +4/+4 (5) Ranged Attack: +3 (5) Type: Small Aberration Special Abilities: DR 5; Slow Ranged Attack DRAEGLOTH UD #45; Rare; CE; 56 points LVL 8; SPD 8; AC 17; HP 100 Melee Attack: +12/+12 (20) Type: Large Outsider (Drow) Special Abilities: Blind-Fight; Conceal 6; Furious Spirit (Until it makes a melee attack, this creature takes 5 damage at the end of its turn); Melee Reach 2 DRETCH DE#48; Common; CE; 14 points LVL 2; SPD 4; AC 16; HP 15 Melee Attack: +4/+4 (5) Type: Small Outsider Special Abilities: Difficult 6; DR 5; Immune Electricity, Poison; Resist 10 Acid, Cold, Fire Spells: 2nd - scare o (sight; radius 2; creatures of level 2 or below make a morale save) DRIDER SORCERER GOL#44; Rare; CE; 30 points LVL 6; SPD 6; AC 17; HP 45 Melee Attack: +6 (5+Poison) Ranged Attack: +5 (5) Type: Large Aberration Special Abilities: Conceal 6; Poison (5 damage whenever poisoned creatured activates; DC16); Spell Resistance Spells: Sorcerer Spells: 2nd ooo - baleful transposition (range 6; any two creatures switch position; DC14), blur (touch; target creature gains Conceal 6); 3rd ooo - lightning bolt (line; 20 Electricity; DC15)

DROW ARACHNOMANCER UD #46; Rare; CE; 52 points Commander 4 LVL 9; SPD 6; AC 18; HP 60 Melee Attack: +8/+3 (5 magic) Type: Humanoid (Drow, Elf) Commander Effect: Each vermin follower whose name contains spider gets attack +2 Special Abilities: Conceal 6; Immune Poison; Spell Resistence; Spidermaster 20 (as beast master but only spiders); Venomous (poision that deals damage when a creatue activates deals an additional 5 damage); Favour of Lolth (whenever an enemy is destroyed by a spider of lolth or poison damage this creature gains 1 extra use of summon Spider of Lolth Spells: Sashing darkness oo (sight, 10 negative damage); Poison oo (5 damage when creature activates DC16; summon Spider of Lolth o (Swift:1 spider of lolth) DROW ARCANE GUARD UD #47; Uncommon; CE; 25 points LVL 7; SPD 6; AC 18; HP 35 Melee Attack: +8 (10 magic) Type: Humanoid (Drow, Elf) Special Abilities: Conceal 11; Melee Reach 2; Spell Resistance Spells: 1st - lesser orb of cold oo (range 6; 5 cold damage, ignore Spell Resistance); 3rd - empowered burning hands o (cone; 20 fire damage; DC15) DROW ARCHER HA#60; Uncommon; CE; 14 points LVL 2; SPD 6; AC 17; HP 15 Melee Attack: +3 (5) Ranged Attack: +7 (5) Type: Humanoid (Elf) Special Abilities: Precise Shot; Spell Resistance DROW CLERIC OF LOLTH HA#61; Rare; CE; 42 points Commander 5 LVL 6; SPD 4; AC 19; HP 35 Melee Attack: +5 (5) Type: Humanoid (Elf) Commander Effect: Followers deal melee damage +5 to flanked creatures Special Abilities: Conceal 6; Spell Resistance Spells: 1st - cause fear o (range 6; target creature of level 5 or below makes a morale save), magic weapon oo (touch; attack +1, ignore DR); 2nd - inflict moderate wounds ooo (touch; 10 damage; DC14); 3rd - slashing darkness ooo (sight; 10 damage, or heal Undead 10 HP) DROW FIGHTER HA#62/GOL#45; Uncommon; CE; 10 points LVL 3; SPD 6; AC 19; HP 25 Melee Attack: +4 (10) Type: Humanoid (Elf) Special Abilities: Spell Resistance

DROW ROGUE GOL#46; Uncommon; CE; 19 points LVL 6; SPD 7; AC 18; HP 30 Melee Attack: +8/+8 (5 Magic) Type: Humanoid (Elf) Special Abilities: Conceal 6; Sneak Attack +10; Spell Resistance DROW SERGEANT AR#50; Uncommon; CE; 16 points Commander 2 LVL 2; SPD 7; AC 19; HP 20 Melee Attack: +6 (5) Type: Humanoid (Elf) Commander Effect: Level 1 followers gain melee damage +5 Special Abilities: Conceal 6; Spell Resistance DROW WARRIOR DE#49; Uncommon; CE; 6 points LVL 1; SPD 6; AC 16; HP 5 Melee Attack: +3 (5) Ranged Attack: +2, range 6 (5+Poison) Type: Humanoid (Elf) Special Abilities: Poison (5 damage whenever poisoned creature activates; DC13); Slow Ranged Attack; Spell Resistance DROW WIZARD DE#50; Uncommon; CE; 29 points Commander 2 LVL 4; SPD 6; AC 13; HP 20 Melee Attack: +1 (5) Type: Humanoid (Elf) Commander Effect: Damage +5 when making attacks of opportunity Special Abilities: Conceal 6; Spell Resistance Spells: 1st - magic missile o (sight; 5 damage); magic weapon oo (touch; attack +1, ignore DR); 2nd - Snillocs snowball swarm ooo (sight; radius 2; 10 Cold damage; DC14) DRUID OF OBAD-HAI DE#27; Uncommon; Any; 29 points LVL 3; SPD 6; AC 14; HP 20 Melee Attack: +4 (5) Type: Humanoid (Human) Spells: 1st - magic fang ooo (touch, Animal or Magical Beast only; attack +1, ignore DR); 2nd - summon natures ally II oo (Animals or Magical Beasts with a total cost of 10 or less) ETHEREAL FILCHER AB#23; Uncommon; CG/CE; 10 points LVL 5; SPD 8; AC 18; HP 20 Melee Attack: +2 (5) Type: Aberration Special Abilities: Filch (Replaces attacks: touch; Humanoid or Monstrous Humanoid only, attack -2, melee damage -5 [minimum 5], then Ethereal Filcher is eliminated)

ETTERCAP GOL#47; Common; CE; 11 points LVL 5; SPD 6; AC 14; HP 25 Melee Attack: +5/+3 (5+Poison/5) Type: Aberration Special Abilities: Difficult 1; Morale Save -4; Poison (5 damage whenever poisoned creature activates; DC15); Web (Replace attacks: range 6; Entangle; DC13) ETTIN SKIRMISHER DK#52; Rare; CE; 40 points LVL 6; SPD 8; AC 15; HP 65 Melee Attack: +7/+7/+2/+2 (20) Type: Large Giant Special Abilities: Melee Reach 2 EYE OF GRUUMSH DE#51; Rare; CE; 44 points Commander 1 LVL 8; SPD 8; AC 11; HP 90 Melee Attack: +15/+15 (25 Magic) Type: Humanoid (Orc) Commander Effect: Orc followers gain melee damage +5 Special Abilities: Immune Flanking; Vicious Attack (Whenever this creature hits with a melee attack, it deals 5 Magic damage to itself) FERAL MINOTAUR AF#53; Uncommon; CE; 32 points LVL 6; SPD 8; AC 14; HP 50 Melee Attack: +11/+11 (15) Type: Large Monstrous Humanoid Special Abilities: Disruptive (Until this creature makes a melee attack, you cannot add Commander ratings to your initiative rolls); Melee Reach 2; Pounce; Powerful Charge +10; Regeneration 5 (This creature heals 5 HP at the start of its turn) FIENDISH DIRE WOLVERINE AF#54; Uncommon; CE; 29 points LVL 5; SPD 6; AC 16; HP 55 Melee Attack: +10/+10 (10 Magic) Type: Large Magical Beast Special Abilities: DR 5; Fearless; Furious Spirit (Until it makes a melee attack, this creature takes 5 damage at the end of its turn); Spell Resistance FIENDISH GIANT PREYING MANTIS AB#49; Rare; CE; 33 points LVL 8; SPD F4; AC 15; HP 50 Melee Attack: +7/+7 (20 Magic) Type: Large Magical Beast Special Abilities: DR5; Incited; Resist 5 Cold, Fire; Spell Resistance FIENDISH MONSTROUS SCORPION DK#53; Rare; CE; 26 points LVL 5; SPD 10; AC 16; HP 30 Melee Attack: +6/+4 (15 Magic/5 Magic+Poison) Type: Large Magical Beast Special Abilities: Wild; DR 5; Poison (5 damage when activates, DC16); Resist 5 Cold, Fire; Smite Good +5 o; Spell Resistance

FIENDISH TYRANNOSAURUS GOL#68; Uncommon; CE; 122 points LVL 8; SPD 8; AC 14; HP 180 Melee Attack: +20 (25 Magic+Chomp) Type: Huge Magical Beast Special Abilities: Difficult 6; Chomp (Smaller creatures take +10 damage; DC15 negates); DR 5; Melee Reach 2; Resist 10 Cold, Fire; Save=10; Smite Good +20 o; Spell Resistance FLESH GOLEM AB#45; Rare; LE/CE; 51 points LVL 9; SPD 6; AC 18; HP 80 Melee Attack: +10 (15) Type: Large Construct Special Abilities: Requires Instruction (This creature acts as though confused if it activates when out of command); DR 5; Fearless; Melee Reach 2; Spell Resistance All FLIND CAPTAIN DK#54; Uncommon; CE; 53 points Commander 3 LVL 7; SPD 6; AC 19; HP 70 Melee Attack: +14/+9 (15 Magic) Type: Humanoid (Flind, Gnoll) Commander Effect: Humanoid followers gain melee damage +5 and -2 AC FOMORIAN GOL#69; Uncommon; CE; 119 points LVL 15; SPD 8; AC 21; HP 155 Melee Attack: +17/+12 (40) Type: Huge Giant Special Abilities: Difficult 4; Cleave; DR 5; Melee Reach 3; Save=10 FOREST TROLL DK#55; Uncommon; CE; 20 points LVL 5; SPD 6; AC 18; HP 45 Melee Attack: +6/+6 (5+Poison) Ranged Attack: +6, range 6 (5+Poison) Type: Giant Special Abilities: Poison (5 damage whenever poisoned creature activates; DC17); Regeneration 5 (This creature heals 5 HP at the start of its turn) FROST GIANT GOL#48; Rare; CE; 104 points LVL 14; SPD 8; AC 21; HP 135 Melee Attack: +14/+9 (30) Type: Large Giant Special Abilities: Cleave; Immune Cold; Melee Reach 2; Save=10; Vulnerable Fire GARGOYLE DE#52; Uncommon; CE; 21 points LVL 4; SPD F8; AC 16; HP 35 Melee Attack: +6/+4 (10) Type: Monstrous Humanoid Special Abilities: DR 5; Flight; Hide

GHAST GOL#49; Common; CE; 25 points LVL 4; SPD 6; AC 17; HP 30 Melee Attack: +7 (10+Paralysis) Type: Undead Special Abilities: Difficult 5; Paralysis (DC15); Stench (Adjacent living creatures gain attack -2, save -2, and -2 AC) GHOUL HA#63; Common; CE; 14 points LVL 2; SPD 6; AC 14; HP 15 Melee Attack: +4 (5+Ghoul Touch) Type: Undead Special Abilities: Difficult 3; Ghoul Touch (Paralysis, does not affect Elves; DC12) GIANT FROG DK#28; Common; CG/CE; 10 points LVL 3; SPD 4; AC 14; HP 30 Melee Attack: +6 (10+Swallow Whole) Type: Animal Special Abilities: Wild; Swallow Whole (Destroy smaller creature; DC15); Wandering Monster GIBBERING MOUTHER AB#50; Rare; CE; 26 points LVL 4; SPD 2; AC19; HP 40 Melee Attack: +4/+4/+4/+4 (5) Type: Aberration Special Abilities: Always out of command; DR 5; Swallow Whole (Destroy Medium or smaller creature hit by 3 of this creatures melee attacks in the same turn; DC14); Gibbering o (Swift action: Confusion, all creatures within 6 squares except Gibbering Mouthers; DC13, save at the end of each affected creatures turn); Immune Critical Hits, Flanking; Wandering Monster GITHYANKI FIGHTER AR#51; Uncommon; CE; 35 points LVL 7; SPD 6; AC 18; HP 50 Melee Attack: +9/+4 (20 Magic) Type: Human (Extraplanar) Special Abilities: Mobility; Spell Resistance; Spring Attack Spells: 1st - magic missile o (sight; 5 damage); 2nd - blur o (touch; target creature gains Conceal 6); 4th - dimension door o (self; place this creature in any space it can see at least part of) GLABREZU GOL#70; Rare; CE; 269 points LVL 12; SPD 8; AC 27 HP 175 Melee Attack: +15/+15 (30) Type: Huge Outsider Special Abilities: Cleave; Conceal 11; DR 5; Immune Electricity, Poison; Melee Reach 3; Resist 10 Acid, Cold, Fire; Spell Resistance; True Seeing (Ignore Conceal); Save=10 Spells: 4th - chaos hammer oo (Sight, radius 4; lawful creatures take 20 damage DC19), dimension door oo (self; place this creature in any space it can see at least part of), unholy blight oo (sight, radius 4; Good creatures take 15 damage and gain attack -2, DC19)

GNOLL HA#64/AB#51; Uncommon; CE; 3 points LVL 2; SPD 6; AC 15; HP 10 Melee Attack: +1 (10) Type: Humanoid (Gnoll) GNOLL ARCHER AR#52; Common; CE; 7 points LVL 2; SPD 6; AC 13; HP 10 Melee Attack: +2 (10) Ranged Attack: +1 (5) Type: Humanoid (Gnoll) GNOLL SERGEANT GOL#50; Uncommon; CE; 33 points Commander 2 LVL 5; SPD 7; AC 18; HP 50 Melee Attack: +9 (15 Magic) Type: Humanoid (Gnoll) Commander Effect: Followers gain melee damage +5 against wounded creatures Special Abilities: Hyenamaster 9 (As Beastmaster, but Hyenas only ) GNOLL SKELETON AB#52; Common; CE; 5 points LVL 2; SPD 6; AC 17; HP 15 Melee Attack: +3 (5) Type: Undead Special Abilities: Fearless; Immune Cold GRAVEHOUND AR#41; Common; LE/CE; 11 points LVL 4; SPD 8; AC 15; HP 25 Melee Attack: +6 (5+Stun) Type: Undead Special Abilities: Stun (DC16) GRAY RENDER UD #48; Rare; CE; 62 points LVL 10; SPD 6; AC 19; HP 125 Melee Attack: +11/+11 (15) Type: Large Magical Beast Special Abilities: Not subject commander effects; Aggression +10 (+10 damage when this creaure is first to activate); Crazed Attacker (on its turn, if this creature attacks when there are several enemies within its melee reach, your enemy chooses which enemy is targeted); Melee Reach 2; Rend +15 GRICK GOL#51; Common; CE; 5 points LVL 2; SPD 6; AC 16; HP 10 Melee Attack: +6/+6 (5 Magic) Type: Aberration Special Abilities: Difficult 20; DR 5; Ravenous Hunger (When this creature destroys a living enemy, its speed is reduced to 0); Wandering Monster

GRIMLOCK DE#42; Common; LE/CE; 7 points LVL 2; SPD 6; AC 15; HP 10 Melee Attack: +4 (10) Type: Monstrous Humanoid Special Abilities: Blindsight GRIMLOCK BARBARIAN UD #49; Uncommon; CE; 28 points LVL 6; SPD 6; AC 13; HP 60 Melee Attack: +7/+2 (20 magic) Type: Monstrous Humanoid Special Abilities: Blindsight; Killer Instinct (Melee attack +4 against wounded creatures) HALF-FIEND OGRE UD #50; Rare; CE; 41 points LVL 5; SPD F7; AC 16; HP 65 Melee Attack: +14 (30) Type: Large Outsider (Giant) Special Abilities: Flight; Disruptive (Until this creature makes a melee attack, you cannot add Commander ratings to your initiative rolls); Melee Reach 2 Spells: 4th - half-fiend blight o(sight; radius 4; good creatures take 10 damage; DC16) HALF-ORC ASSASSIN HA#65; Rare; CE; 15 points LVL 6; SPD 6; AC 18; HP 25 Melee Attack: +6/+6 (5) Type: Humanoid (Orc) Special Abilities: Hide; Sidestep; Sneak Attack +15 HALF-ORC BARBARIAN AR#26; Uncommon; CG/CE; 12 points LVL 2; SPD 8; AC 14; HP 25 Melee Attack: +7 (15) Type: Humanoid (Orc) Special Abilities: Difficult 2 HARPY DE#53; Uncommon; CE; 15 points LVL 7; SPD F6; AC 13; HP 30 Melee Attack: +7/+2 (5) Type: Monstrous Humanoid Special Abilities: Difficult 2; Captivating Song o (Replaces attacks: Stun, each living enemy except creatures within 6 squares of an enemy with Countersong; DC13); Flight HEZROU AF#55; Rare; CE; 80 points Commander 3 LVL 10; SPD 6; AC 21; HP 140 Melee Attack: +11/+6 (20/10) Type: Large Outsider Commander Effect: Frenzied Devotion (followers get melee attack +2 until a creature you activate this round does not make a melee attack) Special Abilities: Demonmaster 10 (as Beastmaster, but Evil Outsiders only); Immune Electricity, Poison; Melee Reach 2; Resist 10 Acid, Cold, Fire; Spell Resistance; Stench (Adjacent living creatures without Stench get attack -2, save -2, and -2 AC)

HILL GIANT AR#53; Rare; CE; 55 points LVL 12; SPD 6; AC 20; HP 100 Melee Attack: +8 (40) Ranged Attack: +8 o (15) Type: Large Giant Special Abilities: Difficult 5; Cleave; Melee Reach 2; Pushback HUGE RED DRAGON GOL#71; Rare; CE; 216 points LVL 19; SPD F9; AC 26; HP 220 Melee Attack: +16/+11/+11 (30 Magic/25 Magic/25 Magic) Type: Huge Dragon Special Abilities: Independent; Flight; Aura of Fear 4 (Enemies in squares threatened by this creature gain Morale Save -4); Breath Weapon o (Replaces attacks: cone; 55 Fire damage; DC24); Immune Fire; Melee Reach 2; Save=10; Spell Resistance; Vulnerable Cold HUMAN BANDIT HA#66; Common; CE; 3 points LVL 1; SPD 6; AC 16; HP 5 Melee Attack: +2 (5) Type: Humanoid (Human) HUNCHED GIANT UD #51; Rare; CE; 48 points LVl 10; SPD 6; AC 18; HP 115 Melee Attack: +10/+5 (25) Type: Large Giant Special Abilities: Melee Reach 2; Unfurl (Attack +2 and damage +5 against Huge enemies) HYENA HA#67; Common; CE; 4 points LVL 2; SPD 10; AC 14; HP 15 Melee Attack: +3 (5) Type: Animal Special Abilities: Difficult 20 ICE TROLL AB#53; Rare; CE; 31 points LVL 5; SPD 4; AC 21; HP 45 Melee Attack: +8 (20) Type: Large Giant Special Abilities: Double Damage from Acid, Fire; Immune Cold; Melee Reach 2; Regeneration 5 (This creature heals 5 HP at the start of its turn) KENKU SNEAK DK#56; Common; CE; 6 points LVL 1; SPD 6; AC 16; HP 5 Melee Attack: -1 (5) Ranged Attack: +3 (5) Type: Humanoid (Kenku) Special Abilities: Hide; Melee Sneak Attack +5; Ranged Sneak Attack +5

KUO-TOA HA#68; Common; CE; 5 points LVL 2; SPD 4; AC 16; HP 10 Melee Attack: +3 (5) Ranged Attack: +2, range 6 o (5) Type: Monstrous Humanoid (Aquatic) Special Abilities: Immune Paralysis, Poison; Resist 5 Electricity LARETH THE BEAUTIFUL GOL#52; Rare; CE; 54 points Commander 3 LVL 7; SPD 4; AC 23; HP 60 Melee Attack: +8 (25 Magic) Type: Humanoid (Human) Commander Effect: Avatar of Chaos (Followers and enemies take 5 Magic damage whenever they make an attack roll of natural 1; They deal triple damage instead of double damage on a critical hit) Special Abilities: Unique Spells: 1st - cause fear ooo; 3rd - searing light ooo; 4th - confusion o (sight; radius 2; Confusion, save at the end of each affected creatures turn; DC16) LARGE DEEP DRAGON UD #52; Rare; CE; 67 points LVL 10; SPD F8; AC 20; HP 100 Melee Attack: +10/+6/+6 (10) Type: Large Dragon Special Abilities: Flight; Blind Sight; Breath weapon o (Replaces attacks, cone, 25 damage, does not affect constructs or incorpeal creatures; DC18); Power of the Drow +3 (Creatures in your warband with name or type Drow get attack +3) LARGE FIRE ELEMENTAL HA#69; Rare; CE; 50 points LVL 8; SPD 10; AC 19; HP 60 Melee Attack: +10/+10 (10+5 Fire) Type: Large Elemental Special Abilities: Difficult 12; Requires Commander Ally; DR 5; Fire Shield 5 (any creature that hits this creature with a melee attack takes 5 Fire damage); Immune Fire; Melee Reach 2; Mobility; Vulnerable Cold LARGE MONSTROUS SPIDER DE#54; Rare; CE; 11 points LVL 4; SPD 6; AC 14; HP 20 Melee Attack: +4 (10+Poison) Type: Large Vermin Special Abilities: Difficult 20; Poison (5 damage whenever poisoned creature activates; DC13); Web (Replaces attacks: range 6; Entangle; DC13) LARGE RED DRAGON DE#55; Rare; CE; 83 points LVL 13; SPD F8; AC 21; HP 125 Melee Attack: +14/+9/+9 (20/10/10) Type: Large Dragon Special Abilities: Breath Weapon o (Replaces attacks: cone; 30 Fire damage; DC19); Flight; Immune Fire; Vulnerable Cold

LICH NECROMANCER GOL#53; Rare; CE; 64 points Commander 2 LVL 11; SPD 6; AC 19; HP 75 Melee Attack: +10 (10 Magic+Paralysis) Type: Undead Commander Effect: Whenever a living enemy is destroyed, replace it with an Undead creature under your control with cost 5 or less Special Abilities: DR 5; Aura of Fear 2 (Enemies in squares threatened by this creature gain Morale Save -2); Immune Cold, Electricity; Paralysis (DC16) Spells: 2nd - command undead ooo (range 6; takes control of enemy Undead creature; DC14); 3rd - empowered magic missile ooo (sight; 15 damage); 5th - hold monster oo (sight; Paralysis; DC17) LIZARDFOLK HA#35; Uncommon; Any; 5 points LVL 2; SPD 6; AC 17; HP 10 Melee Attack: +2 (5) Type: Humanoid (Reptilian) LOLTH'S STING UD #53; Common; CE; 7 points LVL 4; SPD 7; AC 17; HP 20 Melee Attack: +7 (5 + sleep) Type: Humanoid (Drow, Elf) Special Abilities: Conceal 6; Ghost Step o (On its turn, this creature gains Invisible); Sleep Poison (Sleep; DC13); Sudden Strike +5 (Melee damage +5 against enemies that are stunned, helpless, or unable to see this creature) MAD SLASHER AB#54; Uncommon; CE; 9 points LVL 4; SPD 8; AC 15; HP 25 Melee Attack: +6 (5) Type: Aberration Special Abilities: Incited; Whirlwind Attack MAGMIN AF#56; Uncommon; CE; 11 points LVL 2; SPD 6; AC 17; HP 10 Melee Attack: +4 (5) Type: Small Elemental Special Abilities: Double Damage from Cold; DR 5; Fiery Aura 5 (Adjacent creatures take 5 Fire damage when activating); Immune Fire MEDIUM FIRE ELEMENTAL AR#54; Uncommon; CE; 11 points LVL 4; SPD 10; AC 17; HP 25 Melee Attack: +6 (5+5 Fire) Type: Elemental Special Abilities: Difficult 4; Requires Commander; Immune Fire; Mobility; Vulnerable Cold MINOTAUR HA#70/GOL#54; Rare; CE; 17 points LVL 6; SPD 6; AC 14; HP 40 Melee Attack: +7/+2 (20) Type: Large Monstrous Humanoid Special Abilities: Difficult 4; Powerful Charge (melee damage +5 when charging); Melee Reach 2

MINOTAUR SKELETON GOL#55; Rare; CE; 16 points LVL 6; SPD 6; AC 12; HP 40 Melee Attack: +6 (15) Type: Large Undead Special Abilities: Immune Cold; Powerful Charge +5; Melee Reach 2 MONITOR LIZARD UD #29; Common; Any; 6 points LVL 3; SPD 6; AC 15; HP 20 Melee Attack: +3 (5) Type: Animal Special Abilities: Natural Soul (Melee attack +2 and melee damage +5 when under command by a commander with Beastmaster) MORDENKAINEN THE MAGE GOL#26; Rare; Any; 69 points Commander 3 LVL 9; SPD 6; AC 17; HP 55 Melee Attack: +7 (5 Magic) Type: Humanoid (Human) Commander Effect: Mordenkainens Faithful Hound (Enemies lose Conceal and take 5 Magic damage whenever they activate) Special Abilities: Unique; Resist 15 Fire; Spell Penetration (Roll twice to overcome Spell Resistance); Sudden Empower o (Damage +10, one spell that deals damage) Spells: 1st - Mordenkainens buzzing bee ooo (sight; target noncommander creature cant be put under command and cant cast spells; DC13); 2nd - scorching ray ooo (range 6; 15 Fire damage); 3rd - lightning bolt oo (line; 20 Elecricity damage; DC15); 5th - cone of cold o (cone; 30 Cold damage; DC17) MOUNTAIN ORC AB#55; Common; CE; 12 points LVL 2; SPD 8; AC 11; HP 30 Melee Attack: +8 (15) Type: Humanoid (Orc) Special Abilities: Save +4 MOUNTED DROW PATROL UD #54; Rare; CE; 27 points LVL 7; SPD 8; AC 17; HP 50 Melee Attack: +10/+5 (10 magic + 5 cold) Type: Large Mounted Humanoid (Drow, Elf) Special Abilities: Conceal 6; Melee Reach 2; Mounted Melee Attack (This creature can move at double speed and make a single melee attack at any point durings its move); Spell Resistance; Wall Walker (This creature is considered to have Flight as long as it begins its move in a square bordered by a wall)

NIGHTWALKER GOL#72; Uncommon; CE; 393 points LVL 21; SPD 8; AC 32; HP 180 Melee Attack: +19/+19 (30 Magic) Type: Huge Undead Special Abilities: Blindsight; Cleave; Conceal 6; DR 5; Immune Cold; Melee Reach 3; Save=10; Spell Resistance Spells: 4th - quickened unholy blight o (sight; radius 4; good creatures take 15 damage and gain attack -2, swift action; DC18); 5th - cone of cold o (cone; 30 Cold damage; DC19); 7th - finger of death o (range 6; destroy living creature; 25 damage instead on successful save, DC21) OCHRE JELLY AR#42; Rare; LE/CE; 19 points LVL 6; SPD 2; AC 4; HP 70 Melee Attack: +5 (10+5 Acid) Type: Large Ooze Special Abilities: Difficult 20; Strikeback (Whenever this creature takes damage, it may make one immediate melee attack); Wandering Monster OGRE HA#71; Rare; CE; 13 points LVL 4; SPD 6; AC 16; HP 30 Melee Attack: +8 (15) Type: Large Giant Special Abilities: Melee Reach 2 OGRE RAVAGER DE#56; Rare; CE; 38 points LVL 9; SPD 6; AC 17; HP 80 Melee Attack: +10/+5 (30) Type: Large Giant Special Abilities: Aura of Fear 2 (Enemies in squares threatened by this creature gain Morale Save -2); Melee Reach 2; Resist Fire 10; Smite +10 o OGRE ZOMBIE AB#56; Rare; CE; 29 points LVL 8; SPD 4; AC 15; HP 55 Melee Attack: +9 (20) Type: Large Undead Special Abilities: Fearless; Inhibited; Melee Reach 2 OPHIDIAN AF#57; Common; CE; 5 points LVL 3; SPD 4; AC 16; HP 15 Melee Attack: +4/ - 1 (5) Type: Monstrous Humanoid (Reptilian) ORC ARCHER HA#72; Uncommon; CE; 8 points LVL 2; SPD 6; AC 13; HP 10 Melee Attack: +5 (5) Ranged Attack: +3 (5) Type: Humanoid (Orc)

ORC BERSERKER HA#73; Uncommon; CE; 8 points LVL 1; SPD 8; AC 12; HP 15 Melee Attack: +6 (15) Type: Humanoid (Orc) Special Abilities: Difficult 3; Fearless ORC BRUTE GOL#56; Common; CE; 8 points LVL 1; SPD 9; AC 12; HP 15 Melee Attack: +7 (15) Type: Humanoid (Orc) Special Abilities: Difficult 1 ORC CHAMPION AR#55; Rare; CE; 39 points LVL 7; SPD 9; AC 15; HP 80 Melee Attack: +13/+8 (25 Magic) Type: Humanoid (Orc) Special Abilities: Cleave ORC DRUID DE#57; Rare; CE; 27 points Commander 2 LVL 5; SPD 6; AC 11; HP 35 Melee Attack: +6 (10) Type: Humanoid (Orc) Commander Effect: Animal and Magical Beast followers gain attack +2 Special Abilities: Beastmaster 4 Spells: 1st - snakes swiftness ooo (range 6; target creature may make an immediate attack); 2nd - warp wood ooo (range 6; target creature loses its ranged attack; DC14); 3rd - poison oo (touch; 5 damage whenever poisoned creature activates; DC15) ORC RAIDER AR#56; Common; CE; 12 points LVL 3; SPD 9; AC 15; HP 25 Melee Attack: +10 (10) Type: Humanoid (Orc) Special Abilities: Sneak Attack +5 ORC SAVAGE DK#57; Common; CE; 7 points LVL 2; SPD 8; AC 10; HP 5 Melee Attack: +7 (15) Type: Humanoid (Orc) Special Abilities: Fearless; Savage Frenzy (gains +20 HP the first time it hits with a melee attack) ORC SERGEANT AB#57; Uncommon; CE; 24 points Commander 2 LVL 3; SPD 6; AC 15; HP 30 Melee Attack: +7 (15) Type: Humanoid (Orc) Commander Effect: Orc and Goblinoid followers gain attack +2; WARBAND BUILDING: Orcs and Goblinoids of any faction are legal in your warband

ORC SKELETON UD #55; Common; CE; 5 points LVL 1; SPD 6; AC 14; HP 5 Melee Attack: +3 (10) Type: Undead Special Abilities: Fearless; Immune Cold ORC SPEARFIGHTER HA#74; Common; CE; 5 points LVL 2; SPD 6; AC 14; HP 15 Melee Attack: +5 (10) Type: Humanoid (Orc) ORC WARRIOR HA#75; Common; CE; 3 points LVL 1; SPD 6; AC 13; HP 5 Melee Attack: +4 (10) Type: Humanoid (Orc) ORC WOLF SHAMAN AF#58; Rare; CE; 47 points Commander 3 LVL 7; SPD 8; AC 12; HP 75 Melee Attack: +7 (15) Type: Humanoid (Orc) Commander Effect: Animal and Magical Beast followers gain Hunter +5 (Melee damage +5 unless more than 1 enemy is adjacent). Special Abilities: Beastmaster 8; Chastise Spirits o (Replaces attacks: Elemental, Fey, and Incorporeal creatures within 6 squares take 25 damage; DC19); Cleave Spells: Sorcerer Spells: 2nd oo - hold animal (sight; Paralysis, Animals and Magical Beasts only; DC14) 3rd o - call lightning (sight; 20 electricity damage, ignore Spell Resistance; DC15, 20 electricity damage whenever target creature activates until its save succeeds) OTYUGH GOL#27; Rare; CG/CE; 22 points LVL 6; SPD 4; AC 17; HP 35 Melee Attack: +4/+4 (5+Constrict) Type: Large Aberration Special Abilities: Difficult 5; Constrict (smaller creature skips next turn; DC16 negates); Melee Reach 2; Wandering Monster OWLBEAR HA#54; Rare; LE/CE; 22 points LVL 5; SPD 6; AC 15; HP 50 Melee Attack: +9/+9 (10) Type: Large Magical Beast Special Abilities: Difficult 20; Rend +15 QUASIT GOL#57; Uncommon; CE; 19 points LVL 3; SPD F7; AC 18; HP 15 Melee Attack: +6/+6 (5+Poison) Type: Tiny Outsider Special Abilities: Flight; Conceal 11; DR 5; Immune Poison; Poison (5 damage whenever poisoned creature activates; DC13); Resist 10 Fire; Tiny Reach Spells: 1st - fear cone o (cone; creatures of level 3 or below make a morale save)

RAVENOUS VAMPIRE DK#58; Rare; CE; 58 points Commander 4 LVL 5; SPD 9; AC 22; HP 40 Melee Attack: +14 (15) Type: Undead Commander Effect: Followers gain melee damage +5 against enemy commanders Special Abilities: Beastmaster 3; Domination Surge (Replaces attacks: range 6; Dominate [Target Humanoid enemy makes a single immediate attack as if it were a member of your warband]; DC18); DR 5; Fearless; Minions (2 Animals, points 5 or less, whose name contains Wolf); Regeneration 5; Resist 10 Cold, Electricity RED SAMURAI DE#58; Uncommon; CE; 40 points LVL 9; SPD 8; AC 14; HP 75 Melee Attack: +14/+9 (15 Magic+5 Fire) Type: Humanoid (Human) Special Abilities: Breath Weapon o (Replaces attacks: cone; 20 Fire damage, DC14); Resist Fire 5 RED SLAAD AF#33; Rare; CG/CE; 44 points LVL 7; SPD 6; AC 19; HP 50 Melee Attack: +11/+9 (15/5) Type: Large Outsider Special Abilities: Not subject to commander effects; Chaotic Damage +5 (This round, if you won initiative, this creature gets melee damage +5); Chaotic Regeneration 10 (This round, if you lost initiative, this creature heals 10 hp at the start of its turn); Immune sonic; Implant Egg o (+20 melee damage against spellcasters); Melee Reach 2 RED WYRMLING GOL#58; Rare; CE; 32 points LVL 7; SPD F9; AC 16; HP 60 Melee Attack: +10/+5/+5 (10/5/5) Type: Dragon Special Abilities: Difficult 3; Flight; Breath Weapon o (Replaces attacks; cone; 10 Fire damage DC15); Cleave; Immune Fire; Vulnerable Cold ROPER UD #56; Rare; CE; 74 points LVL 10; SPD 2; AC 21; HP 85 Melee Attack: +11/+11 (10+Weaken) Type: Large Magical Beast Special Abilities: Double Damage from Fire; Immune to Electricity; Melee Reach 3; Roper Tentacles (If this creature is active, each enemy that starts its turn within this creature's Melee Reach cannot move this turn; DC 17); Spell Resistance; Wandering Monster; Weaken (Attack -2, melee damage -5 [min 5]; DC 17)

RYLD ARGITH AB#24; Rare; CG/CE; 55 points Commander 4 LVL 8; SPD 6; AC 19; HP 75 Melee Attack: +13/+8 (15 Magic) Type: Humanoid (Drow, Elf) Commander Effect: Good Humanoid Followers gain melee attack +2; Evil Humanoid followers gain Keen Critical 19 (Scores critical hits on melee attack rolls of natural 19 and 20) Special Abilities: Unique; Improved Init 8 (Commander rating counts as 8 for init checks); Keen Critical 19 (Scores critical hits on melee attack rolls of natural 19 and 20); Melee Sneak Attack +5; Spell Resistance SAGE AR#24; Common; Any; 5 points LVL 4; SPD 6; AC 10; HP 20 Melee Attack: +1 (5) Type: Humanoid (Human) SCORPION CLAN DROW FIGHTER AF#34; Uncommon; CG/CE; 33 points Commander 2 LVL 5; SPD 6; AC 16; HP 45 Melee Attack: +9 (10) Ranged Attack: +9, range 6 (10) Type: Humanoid (Drow, Elf) Commander Effect: Followers gain Precise Shot and get damage +5 when making attacks with range 6. Special Abilities: Precise Shot; Spell Resistance SHAMBLING MOUND HA#36; Rare; Any; 30 points LVL 8; SPD 4; AC 20; HP 60 Melee Attack: +11 (15) Type: Large Plant Special Abilities: Difficult 8; Immune Electricity; Melee Reach 2 SKELETAL ARCHER AF#50; Common; LE/CE; 5 points LVL 1; SPD 6; AC 13; HP 5 Melee Attack: +1 (5) Ranged Attack: +1 (5) Type: Undead Special Abilities: Fearless; Immune Cold SKELETON HA#55; Common; LE/CE; 4 points LVL 1; SPD 4; AC 17; HP 5 Melee Attack: +1 (5) Type: Undead Special Abilities: Immune Cold SMALL WHITE DRAGON DE#59; Uncommon; CE; 24 points LVL 6; SPD F12; AC 16; HP 45 Melee Attack: +8/+3/+3 (5) Type: Small Dragon Special Abilities: Difficult 5; Breath Weapon o (Replaces attacks: cone; 10 Cold damage; DC14); Flight; Immune Cold; Vulnerable Fire

SPIDER OF LOLTH UD #57; Common; CE; 9 points LVL 3; SPD 6; AC 14; HP 25 Melee Attack: +5 (5 + poison) Type: Vermin Special Abilities: Murderous (On its turn, this creature cannot move or attack a nonwounded enemy if a wounded enemy is adjacent); Conceal 6; Fearless; Poison (5 damage whenever poisoned creature activates; DC15); Wandering Monster SWARM OF SPIDERS UD #58; Common; CE; 15 points LVL 2; SPD 4; AC 13; HP 30 Melee Attack: +4 (5 + Poison) Type: Large Vermin Special Abilities: Fearless; Formless (Damage from melee and ranged attacks is reduced to 5); Poison (5 damage whenever poisoned creature activates; DC12); Swarm Attack o (Replaces attacks: Each adjacent creature makes a save against this creatures Poison); Tiny Reach; Trample 0 + Poison (Can move through a smaller enemys space to use Poison only; DC12); Wandering Monster TAER AB#58; Common; CE; 8 points LVL 2; SPD 6; AC 12; HP 15 Melee Attack: +3 (10) Type: Giant Special Abilities: Double Damage from Fire; Immune Cold; Stench (Adjacent living creatures without Stench gain attack -2, save -2, and -2 AC) TANARUKK GOL#59; Common; CE; 11 points LVL 5; SPD 4; AC 15; HP 20 Melee Attack: +8 (10) Type: Outsider Special Abilities: Difficult 4; Resist 10 Fire; Spell Resistance THRI-KREEN RANGER HA#38; Rare; CG/CE; 11 points LVL 4; SPD 8; AC 17; HP 20 Melee Attack: +6/+0 (10/5+Poison) Type: Monstrous Humanoid Special Abilities: Deflect Arrows; Immune Sleep; Poison (Paralysis; DC11) TIEFLING CAPTAIN HA#76; Uncommon; CE; 21 points Commander 4 LVL 3; SPD 6; AC 16; HP 30 Melee Attack: +6 (10) Type: Outsider Commander Effect: Score critical hits with melee attacks on a roll of 19 or 20 Special Abilities: Blind-Fight; Conceal 6; Resist 5 Cold, Electricity, Fire

TIMBER WOLF DK#27; Common; Any; 5 points LVL 3; SPD 10; AC 14; HP 20 Melee Attack: +4 (5) Type: Animal Special Abilities: Wild; Stunning Attack o (DC13) TROGLODYTE DE#60; Common; CE; 7 points LVL 2; SPD 6; AC 15; HP 15 Melee Attack: +1/-1 (5) Type: Humanoid (Reptilian) Special Abilities: Stench (Adjacent creatures other than Troglodytes gain attack -2, save -2, and -2 AC) TROGLODYTE BARBARIAN UD #59; Common; CE; 24 points LVL 4; SPD 8; AC 14; HP 50 Melee Attack: +8/+7 (10 magic/5) Type: Humanoid (Reptilian, Troglodyte) Special Abilities: Stench (Adjacent living creatures without Stench get attack -2, save -2, and -2 AC) TROGLODYTE ZOMBIE HA#56; Uncommon; LE/CE; 10 points LVL 4; SPD 3; AC 16; HP 30 Melee Attack: +3 (5) Type: Undead TROLL HA#77; Rare; CE; 27 points LVL 6; SPD 6; AC 16; HP 60 Melee Attack: +9/+9 (10) Type: Large Giant Special Abilities: Difficult 5; Reach Attack 2; Regeneration 5 (this creature heals 5 HP at the start of its turn); Rend 15; Vulnerable Fire TROLL SLASHER AF#59; Uncommon; CE; 28 points LVL 6; SPD 6; AC 16; HP 65 Melee Attack: +9/+9 (10) Type: Large Giant Special Abilities: Bloodthirsty (When attacking, this creature cannot choose a nonwounded creature as a target if a wounded creature is adjacent); Double Damage From Fire; Melee Reach 2; Regeneration 5 (This creature heals 5 HP at the start of its turn); Rend +15 UMBER HULK HA#78; Rare; CE; 30 points LVL 8; SPD 4; AC 18; HP 70 Melee Attack: +11/+11 (15) Type: Large Aberration Special Abilities: Difficult 7; Burrow 4; Gaze Attack (replaces attacks: range 6; Confusion; DC15); Melee Reach 2

VAMPIRE ARISTOCRAT AR#57; Rare; CE; 57 points Commander 3 LVL 7; SPD 7; AC 21; HP 55 Melee Attack: +12 (10 Magic+Energy Drain) Type: Undead Commander Effect: Enemies that fail morale saves are destroyed Special Abilities: DR 5; Energy Drain (Whenever this creatures melee attack deals damage to a living creature, the damaged creature gains attack -1 and save -1, and this creature gains +5 HP); Mobility; Resist 10 Cold, Electricity Spells: Sorcerer Spells: 1st oooo - expeditious retreat (self; speed +6), magic missile (sight; 5 damage) VAMPIRE SPAWN DK#59; Uncommon; CE; 23 points LVL 4; SPD 6; AC 15; HP 30 Melee Attack: +5 (5+Life Drain) Type: Undead Special Abilities: DR 5; Fearless; Life Drain 5 (If target is a living creature, this creature gainst +5 HP [maximum 30 HP]); Resist 10 Cold, Electricity VROCK AR#58; Rare; CE; 79 points LVL 10; SPD F6; AC 22; HP 115 Melee Attack: +14/+14 (15) Type: Large Outsider Special Abilities: Difficult 6; DR 5; Flight; Immune Electricity, Poison; Melee Reach 2; Resist 10 Acid, Cold, Fire; Spell Resistance; Spores o (Swift action: adjacent creatures and allies; Poison, 10 damage); Stunning Screech o (Replaces attacks: adjacent creatures and allies; Stun; DC22) WARRIOR SKELETON AR#43; Common; LE/CE; 3 points LVL 1; SPD 6; AC 15; HP 5 Melee Attack: +1 (5) Type: Undead Special Abilities: Immune Cold WEREBOAR AR#27; Uncommon; CG/CE; 16 points LVL 4; SPD 6; AC 18; HP 35 Melee Attack: +6 (10) Type: Humanoid (Human, Shapechanger) Special Abilities: Difficult 4; Death Strike; DR 5 WEREWOLF HA#79/GOL#60; Uncommon; CE; 14 points LVL 3; SPD 6; AC 16; HP 20 Melee Attack: +4/+4 (5) Type: Humanoid (Human, Shapechanger) Special Abilities: Difficult 4; Blind-Fight; DR 5

WINTER WOLF UD #60; Uncommon; CE; 24 points LVL 6; SPD 10; AC 15; HP 50 Melee Attack: +9 (10 + 5 cold) Type: Large Magical Beast Special Abilities: Breath Weapon o (Replaces attacks: cone; 15 cold damage; DC16); Double Damage from Fire; Immune Cold; Stunning Attack o (DC15) WOLF HA#37; Common; Any; 5 points LVL 2; SPD 10; AC 14; HP 15 Melee Attack: +3 (5) Type: Animal Special Abilities: Difficult 20; Stunning Attack o (DC13) WOLF SKELETON HA#57; Common; LE/CE; 9 points LVL 2; SPD 10; AC 15; HP 15 Melee Attack: +2 (5) Type: Undead Special Abilities: Immune Cold WOOD WOAD DK#29; Uncommon; CG/CE; 15 points LVL 8; SPD 6; AC 17; HP 60 Melee Attack: +9/+4 (5) Type: Plant Special Abilities: Not subject to commander effects; Double damage from Fire; Woodland Stride (not slowed by difficult terrain on tiles whose name contains Forest, Jungle, or Tangle) WORG HA#80; Uncommon; CE; 11 points LVL 4; SPD 10; AC 14; HP 30 Melee Attack: +7 (10) Type: Magical Beast Special Abilities: Difficult 4 WRACKSPAWN AF#60; Common; CE; 19 points LVL 4; SPD 4; AC 14; HP 45 Melee Attack: +8 (10 + Pain) Type: Outsider Special Abilities: Blindsight; Pain 10 (10 damage; DC18); Resist Fire 10 WYVERN AB#25; Rare; CG/CE; 36 points LVL 7; SPD F4; AC 18; HP 60 Melee Attack: +10/+8/+8 (10+Poison/10/10) Type: Large Dragon Special Abilities: Flight; Incited; Poison (5 damage whenever poinsoned creature activates; DC17)

XEN'DRIK CHAMPION UD #31; Rare; CG/CE, 23 points LVL 9; SPD 8; AC 20; HP 45 Melee Attack: +13/+8 (5 magic) Ranged Attack: +14/+9 (5 magic) Type: Humanoid (Drow, Elf) Special Abilities: Conceal 6; Skirmish Attack +10 (This creature gains melee damage +10 if it has moved this turn); Spell Resistance YOUNG MINOTAUR AR#59; Uncommon; CE; 13 points LVL 3; SPD 6; AC 16; HP 30 Melee Attack: +6 (15) Type: Monstrous Humanoid Special Abilities: Difficult 3; Powerful Charge +5 YUAN-TI ABOMINATION AB#59; Rare; CE; 48 points Commander 4 L9; SPD 6; AC 21; HP 65 Melee Attack: +13/+7 (10/10+10 Acid+Poison) Type: Large Monstrous Humanoid Commander Effect: DC of followers Poison increases by 4 Special Abilities: Blind-Fight; Melee Reach 2; Poison (5 damage whenever poisoned creature activates; DC17); Spell Resistance Spells: 1st - cause fear oo (range 6, target creature of level 5 or below makes a morale save); 3rd - suggestion o (range 6; Confusion, save at the end of affected creatures turn; DC16) YUAN-TI HALFBLOOD AB#60; Uncommon; CE; 28 points LVL 7; SPD 6; AC 19; HP 40 Melee Attack: +10/+4 (5/5+10 Acid+Poison) Ranged Attack: +9/+4 (5) Type: Monstrous Humanoid Special Abilities: Blind-Fight; Hide; Poison (5 damage whenever poisoned creature activates; DC14); Spell Resistance Spells: 1st - cause fear o (range 6, target creature of level 5 or below makes a morale save); 3rd - suggestion o (range 6; Confusion, save at the end of affected creatures turn; DC16) YUAN-TI PUREBLOOD AR#60; Uncommon; CE; 11 points LVL 4; SPD 6; AC 18; HP 20 Melee Attack: +5 (5) Type: Monstrous Humanoid Special Abilities: Blind-Fight; Spell Resistance Spells: 1st - cause fear o (range 6; target creature of level 5 or below makes a morale save); charm person o (range 6; Confusion, Humanoid only, ends after target creatures next turn; DC13) ZOMBIE HA#58/GOL#40; Common; LE/CE; 4 points LVL 2; SPD 3; AC 11; HP 15 Melee Attack: +2 (5) Type: Undead

ZOMBIE WHITE DRAGON DK#60; Rare; CE; 37 points LVL 10; SPD F6; AC 15; HP 130 Melee Attack: +18 (10 Magic) Type: Large Undead Special Abilities: Breath Weapon o (cone, 10 Cold damage, DC14); Flight; Slow Attack; Immune Cold
Set Key: HA - Harbinger AR - Archfiends AB - Aberrations AF - Angelfire DE - Dragoneye GOL - Giants of Legend DK - Deathknell UD - Underdark

Based on Merric Blackmans spoiler lists (http://www.3rdedition.org/merricb/mini.htm) with clarifications from Vesivus (http://www.telusplanet.net/public/vesivus/index.htm), Eric Neilsons Warmonger 3.5 (http://www.thehorta.com/warmonger), Qualiths Warbander (http://www.theminiaturepage.net/index.php?page_id=1036), The Miniature Page (http://www.theminiaturepage.net). Abilities not defined in this document can be found in the glossary of the Aberrations Rulebook (http://www.wizards.com/dnd/files/DDM_Rulebook_v2.zip). This document prepared by Mike Carlson Davis (carlson793@gbronline.com). v3.0

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